Here are somewhat simple suggestion that can help making trading a lot better for everyone involved.TRADING not HAULING, Traders are trading not hauling things to another people
Reddit : https://www.reddit.com/r/EliteDange...e_trading_great_again_the_suggestion_aka_the/
1.Increase Values of commodities and profit.
2. Subsidy contract (taken from the old school Transport Tycoon Deluxe!)
A Transport Subsidy or Subsidy is an incentive for you to transport a designated type of cargo from one specific location to another. The Local Authority will usually notify all players about the subsidy through the Newspaper.
The Local Authority will increase the amount of revenue made by delivering the designated cargo type between the two locations mentioned in the subsidy in the next year, which can range from two up to four times the original revenue.
Translating it to E.D. would be something like extra 50% discount on Bought products (maybe one kind only!) or extra 50% on selling for X station (again one kind of product only)
It will have an expiration date of maybe 1 week.
3. Increase cargo capacity of Trader Ship with a limited RACK
New Stuff may be added here if i actually remember
4. Lateralus Rare trading Proposal:https://forums.frontier.co.uk/showt...ares-instead?p=4792540&viewfull=1#post4792540
One thing I might add to this is that this also serve as a learning grounds to rare trade Systems since you can also make the inverse mission (GO buy on THAT system and bring for us this cargo)
Reddit : https://www.reddit.com/r/EliteDange...e_trading_great_again_the_suggestion_aka_the/
1.Increase Values of commodities and profit.
This have been discussed here: https://forums.frontier.co.uk/showthread.php/350619-How-to-make-Piracy-and-Trading-100-back-into-the-game-(By-a-Pirate)?p=5486848&viewfull=1#post5486848
Post #1 on spoiler.
Post #1 on spoiler.
Anyway, With that out of the way here is my SIMPLE proposal.
The way to make traders and pirates actually earn something in game not via EXPLOIT missions, but for simply playing the game!
-----------
As of Now we have about to 120 Kinds of cargo in game. but from that number only 13 is above 10.000 Credits, and 6 of those are not available at markets for buying (mining , meta alloys and so on...)
Above 50 of those cargo kinds are BELOW 1000 credits.
-----------
My first proposal.
-Raise prices about to three times it actual values for anything below 40k prices.
-Raise the Trade rank progression in the same way (same thing that happened with exploration)
-----------
One thing many people will ask... "and what about the lower player who start from scratch?"
Well that's the magic of this stuff. this means that now we will see starting players picking up those lower cargo because they actually worth trading then on the start of the career... Have you Ever traded Coffee? or Fruits? Now people will have reason to do that.
-------------
Second proposal.
Raise the amount of MAX profit a player can get on ALL products.
From What i can remember (when i traded and from data from those nice sites you guys made) the amount of MAX profit per cargo sits between 2.000 and 2.500 credits.
That's just not good enough anymore. In this world,sorry... GALAXY, when CMDR's can do Bounty hunting for some minutes and exit with 1M or 2... even on a ASP explorer... The port's should be interested in keeping those trucker interested in sending cargo.
with a 2.500 max profit per ton , this means that the MOST PERFECT run a T-7 Can do In the lowest shield configuration (272T) (not advisable, get always the best protection you can!) is the value of 680.000 per trip, this is the most PERFECT trade route... in those nice sites the general profit is mostly between 550 and 590.
My idea is to pump those numbers... say 2 times? getting the max profit to range about to 6k?!
This would mean that trading could compete with some of those nasty LRS missions after all.
On the example above instead of 550 and 590, they should range to 1,65 M and 1,87 M.
The way to make traders and pirates actually earn something in game not via EXPLOIT missions, but for simply playing the game!
-----------
As of Now we have about to 120 Kinds of cargo in game. but from that number only 13 is above 10.000 Credits, and 6 of those are not available at markets for buying (mining , meta alloys and so on...)
Above 50 of those cargo kinds are BELOW 1000 credits.
-----------
My first proposal.
-Raise prices about to three times it actual values for anything below 40k prices.
-Raise the Trade rank progression in the same way (same thing that happened with exploration)
-----------
One thing many people will ask... "and what about the lower player who start from scratch?"
Well that's the magic of this stuff. this means that now we will see starting players picking up those lower cargo because they actually worth trading then on the start of the career... Have you Ever traded Coffee? or Fruits? Now people will have reason to do that.
-------------
Second proposal.
Raise the amount of MAX profit a player can get on ALL products.
From What i can remember (when i traded and from data from those nice sites you guys made) the amount of MAX profit per cargo sits between 2.000 and 2.500 credits.
That's just not good enough anymore. In this world,sorry... GALAXY, when CMDR's can do Bounty hunting for some minutes and exit with 1M or 2... even on a ASP explorer... The port's should be interested in keeping those trucker interested in sending cargo.
with a 2.500 max profit per ton , this means that the MOST PERFECT run a T-7 Can do In the lowest shield configuration (272T) (not advisable, get always the best protection you can!) is the value of 680.000 per trip, this is the most PERFECT trade route... in those nice sites the general profit is mostly between 550 and 590.
My idea is to pump those numbers... say 2 times? getting the max profit to range about to 6k?!
This would mean that trading could compete with some of those nasty LRS missions after all.
On the example above instead of 550 and 590, they should range to 1,65 M and 1,87 M.
2. Subsidy contract (taken from the old school Transport Tycoon Deluxe!)

A Transport Subsidy or Subsidy is an incentive for you to transport a designated type of cargo from one specific location to another. The Local Authority will usually notify all players about the subsidy through the Newspaper.
The Local Authority will increase the amount of revenue made by delivering the designated cargo type between the two locations mentioned in the subsidy in the next year, which can range from two up to four times the original revenue.
Translating it to E.D. would be something like extra 50% discount on Bought products (maybe one kind only!) or extra 50% on selling for X station (again one kind of product only)
It will have an expiration date of maybe 1 week.
3. Increase cargo capacity of Trader Ship with a limited RACK
These racks would have only trader-miner-pirate capabilities.
This means that a limited cargo rack would have only :
-Cargo rack(doh!)
-Fuel Tank
-Limpet Controllers
-Refinery
-Srv Hangar (?)
Ships proposal.
Hauler : Small
Actual capacity 22T
New S3 Limited Internal
New capacity 30T
Adder : Small Multi-role ship Not eligible
T-6 : Medium
Actual capacity 112T
New S5 Limited Internal
Change S3 internal to Limited
New capacity 144T
Keelback : Medium
Actual capacity 92T
New S5 Limited Internal
New capacity 124T
Todo Install New chair PLEASE!
T-7 : Large
Actual capacity 304T
New S6 Internal (non limited)
New S5 limited Internal
Change ALL S5 internals to Limited.
New capacity 400T
T-9 : Large
Actual Capacity 532T
2 New S7 limited Internal
1 New S6 Internal (non limited)
New capacity 852T
This means that a limited cargo rack would have only :
-Cargo rack(doh!)
-Fuel Tank
-Limpet Controllers
-Refinery
-Srv Hangar (?)
Ships proposal.
Hauler : Small
Actual capacity 22T
New S3 Limited Internal
New capacity 30T
Adder : Small Multi-role ship Not eligible
T-6 : Medium
Actual capacity 112T
New S5 Limited Internal
Change S3 internal to Limited
New capacity 144T
Keelback : Medium
Actual capacity 92T
New S5 Limited Internal
New capacity 124T
Todo Install New chair PLEASE!
T-7 : Large
Actual capacity 304T
New S6 Internal (non limited)
New S5 limited Internal
Change ALL S5 internals to Limited.
New capacity 400T
*This ship is 30% larger than a python and almost no guns,her cargo capacity should be at least 30% more than a multirole ship that's why she have this increase.
Also the addition to all S5 slots being limited is due concern of crappy shields.
Also the addition to all S5 slots being limited is due concern of crappy shields.
T-9 : Large
Actual Capacity 532T
2 New S7 limited Internal
1 New S6 Internal (non limited)
New capacity 852T
* Why gave the T-9 The best cargo capacity? Well if you look at sizes the T-9 is roughly the same size or larger than a Cutter, and being a Trader ship is already optimized for it's job. No point in arguing sizes here.
New Stuff may be added here if i actually remember
4. Lateralus Rare trading Proposal:https://forums.frontier.co.uk/showt...ares-instead?p=4792540&viewfull=1#post4792540
The solution to the current 'missiongate' is simple, bring back high-paying long range missions - but instead of hauling scrap and biowaste (which makes zero sense and is destructive to other professions), the missions should be centered around rares & rare hub systems. That way these missions would;
Make LR Smugglers/Traders happy again as they would be earning a couple of million per mission
Be viable piracy targets as the cargo would be valuable at the destination (therefore providing challenge to both sides)
Make logical sense (it makes sense to want to send rares a long way at a high cost)
Would resurrect the mostly dead rare hub network (they used to be glorious, LRS killed these hubs)
The way I see it working is every rare-hub should have a single system 300-400ly away that pays a premium rate for their rare goods (via missions only) - this system in question would also be a rare hub itself (or be close to one).
These missions would pay at least 2x the maximum value of the rare goods and require more cargo space for the rares than the usual rare allocation (20-40 tonnes). These safe-guards would prevent standard rare-trading being equally profitable. Stealing the rares and selling them yourself would be possible, but would get you a large bounty with the faction and destroy your rep with them - they wouldn't offer you these missions unless you are 'friendly' or 'allied'.
I would also suggest increase the distance price cap for rares to something like 400ly (I think it's currently around the 150ly mark) - this would make them a very attractive target for pirates as the destination price would be something like 40k-50k a tonne.
As the destination systems for these runs on this 'slik-road' would be well-known and static, they would be attractive places for pirates to target (or surrounding systems if security is too high). This provides not only a reliable income for pvp-pirates, but a decent challenge for the mission runners (more-so than NPC pirates which are insanely annoying) as the reward for them is very profitable, but unlike the previous version of LRS; would be risky and exciting for the mission-runner.
Also it would be a good idea for every out-of-the-bubble star cluster (Maia, New Yembo, Canopus) to have one rare commodity available for these mission types - Sothis already has Crystalline Gold for example.
The emergent-gameplay potential for this concept is promising.
Edit: Another reason this would work well, is if the trader bought some regular rare cargo alongside their mission cargo, they would be able to offer that to any pirates they encounter along the way. As rares are cheap at source, the trader would not lose too much money and still get to complete their missions (probably) and the pirate gets to make a few hundred thousand credits per heist. Everybody wins (...possibly anyway)
Make LR Smugglers/Traders happy again as they would be earning a couple of million per mission
Be viable piracy targets as the cargo would be valuable at the destination (therefore providing challenge to both sides)
Make logical sense (it makes sense to want to send rares a long way at a high cost)
Would resurrect the mostly dead rare hub network (they used to be glorious, LRS killed these hubs)
The way I see it working is every rare-hub should have a single system 300-400ly away that pays a premium rate for their rare goods (via missions only) - this system in question would also be a rare hub itself (or be close to one).
These missions would pay at least 2x the maximum value of the rare goods and require more cargo space for the rares than the usual rare allocation (20-40 tonnes). These safe-guards would prevent standard rare-trading being equally profitable. Stealing the rares and selling them yourself would be possible, but would get you a large bounty with the faction and destroy your rep with them - they wouldn't offer you these missions unless you are 'friendly' or 'allied'.
I would also suggest increase the distance price cap for rares to something like 400ly (I think it's currently around the 150ly mark) - this would make them a very attractive target for pirates as the destination price would be something like 40k-50k a tonne.
As the destination systems for these runs on this 'slik-road' would be well-known and static, they would be attractive places for pirates to target (or surrounding systems if security is too high). This provides not only a reliable income for pvp-pirates, but a decent challenge for the mission runners (more-so than NPC pirates which are insanely annoying) as the reward for them is very profitable, but unlike the previous version of LRS; would be risky and exciting for the mission-runner.
Also it would be a good idea for every out-of-the-bubble star cluster (Maia, New Yembo, Canopus) to have one rare commodity available for these mission types - Sothis already has Crystalline Gold for example.
The emergent-gameplay potential for this concept is promising.
Edit: Another reason this would work well, is if the trader bought some regular rare cargo alongside their mission cargo, they would be able to offer that to any pirates they encounter along the way. As rares are cheap at source, the trader would not lose too much money and still get to complete their missions (probably) and the pirate gets to make a few hundred thousand credits per heist. Everybody wins (...possibly anyway)
One thing I might add to this is that this also serve as a learning grounds to rare trade Systems since you can also make the inverse mission (GO buy on THAT system and bring for us this cargo)
Last edited: