[Suggestion] Expand Market Vision on Time Delay

Originally posted here: http://www.reddit.com/r/EliteDangerous/comments/usapk/suggestion_expand_market_vision_but_on_a_time/

(Oh jeez, not sure why my line returns aren't working properly...sorry >.<)

So this idea spawned from a discussion thread on the removal of static supply/demand. While I agree that static supply/demand is rather dumb, I think simply removing it without adding any other features to compensate was a mistake.

I'm rather new to the ED game and series, so I wasn't around to read discussions, if there were any, regarding why market vision is restricted to only your current station. When I say "market vision," I'm referring to the ability to see actual numbers for each commodity - not just whether a station imports or exports it. I'm assuming there was some balance issue raised, because games like EVE proved years ago that pulling market data for a large region is possible and feasible from a technology standpoint. If it's from a lore standpoint, I'll raise the question as to how galactic news exists.

Anyhow, the suggestion...

Firstly, establish a range in which players can request market data - say 20 ly for the sake of discussion (exact number doesn't matter right now).

When a player docks to a given station, they query for market data. They are able to receive market data from every station in that range - but with a catch. Depending on the distance to each given system/station, the market data Is delayed. (Make up whatever lore reason you want for that)

To cut down on data the server has to store/send, lock the data packets to every 5 or 10 minutes (again, I'm just pulling numbers out of my ass). For example, let's say its 02:11 when we open the commodity market at our current station:
- Within 1 ly, data is current
- Within 5 ly, data is a snapshot from 02:10
- Within 10ly, data is a snapshot from 02:05
- Within 20ly, data is a snapshot from 02:00

This data gets saved to the client's computer (which I'm guessing is how it works already, judging from how 3rd party trade tools seem to function).

Now, let's say I leave that station (station/system A), fly 11ly away, dock, and open up a the commodity market at station/system B. My client then queries the server for another batch of market data. However, only the most recent data is kept. For example, instead of receiving data from station/system A that is ~15 minutes old (because of the time delay), I see the data snapshot I received in station/system A, since it took me less than 10 minutes to get to B.

Next, establish the UI. I see the market window now having two main views:
- A summary view that highlights the highest/lowest prices, demands, statistics (we love statistics), etc.
- A station specific view that lets you view the data on, well, a specific station

Anyhow, that's the idea. Tweak the numbers or whatever, but I think the main concept is pretty sound. There are a number of things I think something like this addresses:
- Removes reliance on 3rd party tools to conduct profitable trades
- Adds depth and planning elements to the now dynamic supply/demand numbers - "Silver is in demand over at that station, but that was 10 minutes ago...did all of that get filled or will there still be demand when I get there?"
- Maintains the element of exploring and moving about the galaxy
- A trader isn't completely screwed if they dock with a cargo full of product only to find the demand is gone and price isn't profitable at all. Rather than wander aimlessly hoping to get lucky with a full hold or selling at a loss, they can find a possible secondary drop-off point.
- The fact stations can't communicate to each other, yet we can travel between stars in tiny ships and query for bounties, is baffling
- The UI would need to be tweaked, sure, but largely this would function off of routines already present in the game

While there are drawbacks when operating on delayed data like this, I think the uncertainty it adds fits from a realism standpoint and is consistent with the design choices in ED. Keep in mind, too, that even with live data, a cargo ship can easily clear out the supply/demand in a given station while you're en route.

Anyhow, no stranger to criticism, so fire away. If this has been proposed already, then props to whoever suggested it.
 
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