Trading - The Hidden (Broken) Mechanics... (Click Bait for Sure!)

@OP - you have found the most high hanging fruit to complain about (not saying wrong to point out or anything invalid or mean, don't read anymore into this word the plain neutral expression). If you really want to get down to the low hanging fruit that defies all logic, then take the simple general use case of 'trading' in ED-verse that is simply because of game magic, hand wavium, etc.

1- Station A offers job to take Item X to ---> Station B (so far so good)

2- Station B receives item X from you, and you get paid [insert random figure here]

***The problem in logic - in every single case of long distance delivery, and in -almost- every single case of short distance delivery, you the ship commander is paid far, far more in excess to deliver the item than Station B just buying the damned thing in their near-local area.

e.g. You are paid by Station A -> 10 million credits to take 100 units of X to station B. This comes out to 100k per item markup. Common sense, if it were to be used, would ask why the hell is station A spending all that money to pay you deliver the item over that distance, when Station B can buy the exact same thing in their local area for either same price, or cheaper - and not pay the huge delivery fee.

It's the biowaste problem all over again basically. ED-verse is paying us tons of credits to buy/sell things at huge markups when the local customers could just skip paying the middleman huge fees and just buy the good within a few short jump distances of where ever they are. I just ignore this and chalk up to game magic hand wavium. Otherwise, once you go down that road to justify game mechanics that don't make sense, the entire ED-verse makes no sense.
 
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