Nah - they've been hate-posting about ED for a while before moving on to SC, I think they're genuine fresh meat for SC.
Well... in
that case, I'll have to take his trading post semi-seriously...
So much better than Elite...
Locations with variety
Hmm... one solar system with a handful of places to buy and sell goods, where the inter-planetary flight model that doesn't allow hands on piloting...
versus tens of thousands of systems, all with their own unique system topology, with with the best orbital mechanics since Kerbal Space Program that can radically change your flight path over the course of hours, let alone days... with rather unique FTL interplanetary mechanics that encourages hands-on piloting...
I'll give Star Citizen a point for this one... which in then loses to its ships apparently being made of styrofoam...
Another point to Star Citizen
and what you put on your ship actually effect gameplay.
Do you have any evidence of this in action? This is the first I've heard of Star Citizen's ships altering it's center of gravity and flight characteristics. In fact, from what I've observed and heard from people who actually
play Star Citizen, Elite changes its ships flight mechanics far more than SC.
But I could be wrong.
Oh yea, and your actually trading cargo as apposed to numbers on a spreadsheet.
Again... do you have actual
evidence of this? Again from what I've seen, there are no
actual cargo handling mechanics in the game at this time, just nebulous plans to implement such in the future. I'll grant you that the box handling part of "box missions" shows there's potential there, potential gameplay means diddly-squat to
actual gameplay. So your "actual cargo" is pretty much just a graphical place holder of the future game mechanics.
BTW, everything you described above has
nothing to do with trading so far. Trading is the buying and selling of goods. What you've described so far is
flight mechanics. Now, flying from point a to b is how you
transport goods from one place to another, but transportation is not trading. You could engage in trading if you (hypothetically) hired an NPC to transport the your freight for you, or engaged in market speculation and manipulation. (see below)
Trading in Elite is flying to a station, then going to a website, then seeing some numbers change, then flying to a station that basically looks identical to the one you left, to change some numbers. You don't even need to get out of your pilots seat.
There are, IIRC, at least 24 different types of stations, outposts, and planetary ports, all of which have multiple variants. And then you have Odyssey's new settlements, which vary by economy type
and come in multiple sizes. And of course planetary ports and settlements will be located in varying terrains, gravity, and of course the sky they're under will change based on your location in the galaxy, the movement of stars, planets, and moons within the solar system, and even the rotation of the world they're on.
But again... none of this is actually
trading.
Don't get me wrong, a few changes could make the spreadsheet trading in Elite feel a bit more visceral, but it will never happen.
Again, trading is the buying of selling of goods. Ideally, you want to buy when and/or where the price is low, and sell when and/or where the price is high. This is where Elite Dangerous beats SC into a fine meat paste. You see... in Elite Dangerous prices will fluctuate based on the activities of players. If players supply goods to a particular market, the selling price goes down. If players buy goods at a particular market, the buying price goes up. That's just economics 101.
The price
also fluctuates based on what faction controls a particular market, and the state which it is in. And players can have nearly
complete control of a faction's state... if they're willing to invest the time in doing so. So I could, for example, go to a market in an empty ship, fill it with goods sold at the market, and thanks to Odyssey and its foot-based missions and Apex taxi-service, run a series of missions that would move the faction controlling said market into a state in which the goods can now be sold
back to said market at a profit.
Granted, this is the type of market manipulation is a
huge waste of time. Why spend hours, or even days, manipulating faction states in this manner when you can simply transport that cargo in minutes to elsewhere? But it is at least
possible to do in EDO.
But more importantly, if you keep your eyes open, you'll find factions that are
just on the cusp of a state change, and all it takes is a little nudge to create a ephemeral yet extremely profitable trade route that will be know to you and you alone... at least until the data mining websites learn about it due to some rando who was just passing through.
And that is why I rate your claim that trading is better in SC than ED three and a half J. Jonah Jamisons:
Source: https://www.youtube.com/watch?v=H6M1OF_E0IA&ab_channel=HarosofStyx