I'd definitely be opposed to raising the price of tritium "to make it economically viable to mine and sell it". That would be penalising Carrier owners to assist miners.
It was made clear prior to the release of Carriers that we could either mine the fuel, or buy it at stations. And it was generally assumed that mining it would be the fallback option if you didn't have access to a station.
Free, mined tritium has always been the most expensive option in real terms, when you allow for the player's loss of income during the time spent mining it, when he could be earning money elsewhere (some of which could be used to buy tritium). Though admittedly the mining of tritium at the same time as other materials does complicate that assessment.
We could end up with a situation where tritium is priced to match whatever the current cash-cow / borderline-exploit currently is, to "encourage players to mine tritium instead" and "discourage buying at stations". No thanks.
If miners want to make a living while mining tritium, they can mine and sell whatever else they find while they are doing that (or try to sell tritium at inflated prices in Colonia and see what the market will bear). And it's entirely resonable to suppose that the large quantities available in stations is mass-produced rather than directly mined anyhow (e.g. from bombardment of lithium). Especially as it's being sold in Refinery rather than Extraction economies.
Right, cos overworked, impoverished, miners need a leg up, amirite?
By way of analogy, this is like going to Saudi Arabia to drill for oil, cos it's easy to obtain there, and then expecting to be able to sell it IN Saudi Arabia for the highest possible price.
That's not how the world works.
If you want to make a profit from Oil, you need to obtain it where it's plentiful
and then transport it to places where it's incredibly scarce and/or there's a huge demand for it.
Wouldn't be opposed to the application of a bit more "supply & demand" in ED though.
FDev can look at the type of system, and the population, and come up with a "supply factor" for each commodity in each system
and within a localised network of systems.
This
might result in Tritium prices out in the boonies being high and prices in Colonia being
slightly above average but, let's face it, Tritiuim supply within the bubble is
always likely to meet demand (unless, perhaps, the 'goids or rival factions started attacking Tritium supply sources) so prices in the bubble are
always likely to be reasonable.
Miners
should be able to find remote places where the demand for Tritium is reasonable, and the cost is high, and sell Tritium there for a decent profit.
They'd need to be careful not to flood the market, though, or prices will drop.
(And, yes. I'm aware that the BGS
does already do a lot of this stuff - if not always as dramatically as people might hope for)
Course, with 17 different Commodities currently selling for >Cr100k/tonne, 6 of which can be laser-mined by a chimp, quite why Miners would insist Tritium should be more profitable too is anybody's guess.
My guess is that they're hoping to make a killing from the "Player Economy" rather than having to sell stuff to the "NPC Economy".
If that's the case, I guess they need to find a commonly travelled route, park their FC somewhere along it, mine Tritium and then try and flog it to other passing FC's.