Proposal Discussion trading with friends?

should players be able to trade direct with eachother, and set rates?


  • Total voters
    28
Will we be able to trade with friends in the game? for example if friend A has cargo that friend b needs, can he trade direct with him and set the price of the trade, or would you be able to sell equipment or even ships to friends at mates rates?

I think this would be a good insensitive for any clan play. but what does everyone else think?
 
I like the idea of cargo transfers (possibly even in space if we're allowed to dock ships together in space). Only the potential for exploit concerns me, philanthropically I agree.
 
It encourages player interaction, which is core to multiplayer games, so I'd be surprised if it isn't possible.

I think direct player trades will be necessary for the smuggling feature to work too. The movement of black market goods and the ferrying of essential supplies to player pirate outposts I think would need some form of player on player trade mechanic to work.

Its a yes from me.
 
Will we be able to trade with friends in the game? for example if friend A has cargo that friend b needs, can he trade direct with him and set the price of the trade, or would you be able to sell equipment or even ships to friends at mates rates?

I think this would be a good insensitive for any clan play. but what does everyone else think?

The answer is yes.
Player to Player Trading
Players can trade directly with each other
The player trade interface is available when both players are docked at the same market
The player trade interface is available when two players dock ships
The player trade interface is a secure swap allowing players to transfer credits/cargo
Both players must accept the trade before it occurs
Acceptance must be redone by both parties after any change in the trade
Trading occurs in real-time and can be interrupted (for example by being attacked) unless taking place at a space dock
Either player can cancel the trade at any time up to the point both agree
 
Trading: yes, but with TAX penalties on GIFTS

In-game items trading with others could be fun, but could be abused on many aspects.

There are in-game market places and stock exchanges in many mmorpg-s,
I traded for some time in RuneScape.

I do not like outside of the game trading of ingame items for real money,
like "Virtual goods auctions on EBay", because the game would be "cash for win"
type, like EVE, and this is major reason I do not appreciate that type of games.

Because E.D. is "TRADING game" i suppose developers already had conception of what kind of PvP trading interactions would be available, and how to avoid possible manipulations, similar to this one:
http://en.wikipedia.org/wiki/Gold_farming

My reasoning is this:
1. In real life: friends and family would help each other by lending or giving away relatively small sums, needed to survive. When large sums are in question, like for buying a house or giving a car for a present, authority want to know about it and there is obligation to report and being TAX-ed.

2. In real life: trading items or services without TAX included is called black economy.

My proposal would be:
1. Trading between to players should be by the price list of "current location", transaction is TAX-ed on seller by some percentage (imposed by governing faction of current location)

2. Gifting (Items/money for nothing in exchange) should be taxed progressively,

for example:

Value Gifted / TAX %
----------------------------------------------
1 - 100 CR (filled fuel tank value) Normal "Added Value Tax for seller"
100 - 1000 CR (basic weapon value) 2 * Normal ...
1000 - 10000 (basic ship value) 5 * Normal ...
10.000 - 100.0000 ( real estate value ) 10 * Normal ...
100.000 - (...) 20 * ....

This is my suggestion.
 
Last edited:
Let's face it... Basically EVERYTHING can be abused.
Real life has lots of that. Sucks, but it's also good.

Kickstarter allows for direct- player to player (human to human) money transfer... (sort of... pay-pal more- but it's an example...bear on)...

Can you use these tools for bad? Yes, but for good too...
So I'm all up for mechanics that spans a WIDE range of possibilities.

It's called game play.

You know what, it even allows to form a group dedicated to extirpate Economic abuse from endangered sectors. In real life there's little we can do to stop banks and "creative Economist"... In here, we can get a revenge on everything.

A phyrric victory, but a victory nonetheless.
So...

:D

Let it be.
Beside is already an accepted feature.
 
I have no issue with exploits, as long as they are something that would actually be possible in real life..
After all people do exploit stuff in real life..

I do have a feeling that the universe will be too huge and full of NPCs for player cartels and clans to have much effect unless they are in a small fledgling system (Which would be the ideal place for that kind of play)

Especially since there are no player owned stations or capital ships.
 
I' ve voted yes :)
I think it is an interesting gameplay element, even if there is always a way to exploit that ...
 
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