What is on your TRADING wish list?

I sailed with Mearsk :) Not the Emma though but over 200 m was no exception.
@IndigoWyrd can you calculate what thrusters we need to get the Emma Mearsk airborne?

I think your in the wrong thread, my man. That should be a PM or something. I see what post your are referenceing, but has nothing to with the discussion.

giphy.gif
 
Last edited:
Sorry for reacting a post in this discussion mr moderator.

Oops, doing it again :)

Well, you also didn't reply with quote, so initially its very confusing of what the heck you were referencing. But I'm not a moderator, and this thread seems dead anyway. react away.
 

Deleted member 115407

D
Only reason I use trade tools is for fetch missions. Everything else for system state trading is already in-game. Oculus Dash will also allow you to display apps/web pages whilst on the bridge in VRhttps://forums.frontier.co.uk/showthread.php/383990-Oculus-Dash

Nice ideas though

Same - II only use trade tools for those difficult to find commodities for fetch missions. Otherwise I just free-trade using states and economies. I rarely take a loss on cargo. Then again, I only ever free trade when I'm cargo mission running, so it's not about maxing profit as much as it is about gravy.
 
Happy I can react on a dead thread :)
I should have quoted this Maersk Emma thing but it was quit big so hard to miss.
That fellow's trading wish was a ship as big as the Maesrk Emma so my reply with
a question how to get it all from the ground was perfectly in line of the thread of course.
I hope he is coming around one day to fill it in, maybe he found such a ship and got stuck
in a mail slot somewhere :eek:
 
This needs to start with a real economy that make a bit more sense, rather than the post-scarcity, per-CMDR rationing of a strange command economy.

You can sell as much as you want right now, even if there is no demand. But you can only buy what the station allows you to. There is no incentive to trade common bulk items, at the moment. In a working economy, even fuel scooping, then selling hydrogen to a brown or white dwarf system should be lucrative.

I'd like to see:
- demand and prices for goods based on economy, available resources nearby, and existing trade, as well as BGS state
- if demand for essential goods are not fulfilled, prices should go up, and local production of commodities that rely on it should go down
- actual movement of goods by CMDRs should affect (ideally directly and immediately) local supply and demand
 
I could see a form of thargoid trading starting like this ...

We find out what they want and need. Encounter them... jettison what they need. See how they react. If they take it into their cargo hold maybe they'll eject something in return for you. Enough of these "trades" maybe certain spots will be hotspots for trade with the thargoids. Manual trade but hey it would be the start of a relationship.
 
There is always a problem with trading. External software will always be superior as long as there will be a robust working API export from the game.

But.

- A lot of people refuse to use external software, even more so with the demographic of this game and the VR thing
- Or they are new and will find it too complicated and arcane.
- It's a disaster when the API stops working, like we had this in the last month.

So, it's theoretically needed for a developer to provide and maintain a usable trading information system in game (and commit a lot of development resources by doing so) even if he knows a lot of the more advanced players won't really use it.

The main thing I would like is a more realistic and dynamic BGS, that will really make the markets and the mission system react in a more complex way to all the states, local condictions and world events (war with aliens?).
 
I would like to see more economy types, Artificial Scarcity economics (what we have now) vs Post-Scarcity economics in Communist and Cooperative systems, like what you would find in Ursula K Le Guin or Star Trek (okay star trek isn't really a great example thanks to replicators).

Currency based, free market Artificial Scarcity
-Higher amount of expenditure required for security and military, but this can mean more security forces flying about and higher and double civil war/war influence accumulation
-Higher amount of resource wastage for price maintaining, plus side is higher chance of finding cached goods on worlds, handing in reclaimed salvage can lower prices
-Chance of 0 to minimal (1%) trade tarrifs, more exploitable goods.
-Lower population happiness, higher amount of propaganda required, ED does not have these features, thinking of Stellaris.
-Higher risk of bubble wide depression or recession for capitalist economies.
-Artificial Scarcity systems do not have prison labour outlawed, prison labourers are pretty well a legal commodity, especially in the Federation, followed by the Empire. Outlawed in Alliance, Independent Democracies, Communist and Cooperative systems.
-Higher trade tarrifs when selling to communist or cooperative systems.
-No discounts on insurance except for what the pilot's federation offers, 1% off however for every 100 million credits that you own. Penalty on PP credit rewards until you pass 100 million.
-Higher tech, industrial and mineral/metals based commodity output

Welfare based Social Democracy, Artificial Scarcity lite, present in Alliance systems
- Similar but lower amount of expenditure to Artificial Scarcity required for Security and Military forces. 1.5 bonus for wars/civil wars.
- 50% less resource wastage, though credit backing is still present but not as much.
- 5% trade tarrifs
- +5% discount on insurance costs, +1000 credits to Alliance UBI.
-Minimal trade tarrifs when trading with post-scarcity systems.
-Lesser risk of suffering Depression or Recession.
-Higher public expenditure means 10% less goods (since public can spend more on these goods), but also higher influence bonus from buying goods and a smaller penalty to the owner faction for selling goods
-Alliance Corporations are 50% less likely to be completely and utterly tyrannical, 50% of Alliance Corporations that have nationalised their assets, 33% chance of Alliance Corporations turning into Cooperatives (I wish).
-Higher food, legal drugs, tech and industrial output.

State Capitalism (What most people mistake for Communism), present in 50% of dictatorships (State Capitalism present in Alliance aligned Communist systems)
-Higher amount of security and military forces, 2x bonus in civil wars/wars against Artificial Scarcity and Social Welfare systems. -1.5x bonus in civil wars/wars against Socialist systems. -2x bonus against Post-Scacity systems.
-50% less resource wastage, though credit backing is still present but not as much. The polit-bureau swears that they will go currency-less one day but really it does not intend to do so.
- 3% trade dividends for members of the party, 10% trade tarrifs for non-party members.
-Higher public expenditure means 10% less goods (since public can spend more on these goods), but also higher influence bonus from buying goods and a smaller penalty to the owner faction for selling goods
-State Corporations fortify the influence of factions practising State Capitalism.
-Planned economy, least likely capitalism practising system to be hit by interstellar depression.
-Lower food output, higher industrial, metals, minerals and chemical output.

Neo Feudal Ultra free market Artificial Scarcity (Anarcho Capitalism), found in LYR and Archon control bubbles and Anarchy systems
-2x amount of expenditure required for payment of private system security, less system security flying around (still nill in Anarchy systems). No bonuses for civil war influence, -2x penalty against post-scarcity, state capitalism and social welfare systems.
-2x amount of resource wastage for price maintaining, plus side is highest chance of finding cached goods on worlds (especially high value and illegal goods), but higher security at sites. Salvage won't do anything to bring down prices.
-2x risk from depression, say goodbye to all your capital, your low pressure diamonds are worth nothing now.
-Prison Labour and Slave trade is prevalent, 50% off from buying either of these, higher amount of slaves on offer. Higher chance of your slaves revolting (Yes, can we please have slave revolts when we have space legs).
-Crypto currency required for participation in black markets, purchasing 1 crypto credit = 100 normal credits.
-Higher output of illegal commodities, rare items, high price metals and minerals, high priced tech. Less output on lower price items, and food, thus higher chance of famines.
- -3% penalty on insurance, penalty goes down and insurance lowers every 100,000 crypto credits.
- New illicit commodities, contraband personal effects, bio-chemical weapons, nuclear based weapons.

Semi-Post Scarcity Socialism, secondary economic system practices by the Alliance
-Higher amount of People's militia in the system, less likelyhood of being scanned, higher amount of engineered militia ships, less likelyhood of interdiction or attack by pirates. 1.5 bonus in civil wars/wars against other economic systems. No civil wars with Social Welfare and Post Scaricty systems, 1.5 bonus in elections against Social Welfare. 2x bonus in elections against Artificial Scarcity.
-Minimal resource wastage, less likelyhood of finding caches on planets.
-Goods that are produced in high abundance are free, though with Semi-post scarcity Socialism this only counts for human necessities, food, medicine, legal drugs, technology, industrial items. 50% discount on all other commodities. Black Markets can still be found in Socialist systems, but there is a 66% penalty on buying and selling.
- 10% trade tarrif
- +10% discount on insurance costs, +2000 credits to Alliance UBI.
-Minimal trade tarrifs when trading with post-scarcity systems.
-Planned and regulated economy, Lesser risk of suffering Depression or Recession.
- Fortification from local Cooperatives
-Optional trade n swap for cargo, more optional cargo rewards
-50% discount on ship purchases, optional supplementation with materials and cargo (means more mining and salvaging).
-higher exploration data bonus
-Higher output across the board, 2x food bonus, 50% less black market goods.
-Minimal trade tarrifs when trading with post-scarcity systems.
-Planned and regulated economy, Lesser risk of suffering Depression or Recession.
- Fortification from local Cooperatives
-Optional trade n swap for cargo, more optional cargo rewards
-New experimental technologies
-Demand and Supply still exists in a post scarcity economy, 2x trade influence bonus for supplying goods in demand

Full on Post Scarcity, Socially Ecologist Space Anarcho/Communism
-Higher amount of People's militia in the system, less likelyhood of being scanned, higher amount of engineered militia ships, less likelyhood of interdiction or attack by pirates. 2 bonus in civil wars/wars against other economic systems. No civil wars with Social Welfare and Socialist systems, 0.5 bonus in elections against Socialism, 1.5 bonus in elections against Social Welfare. 2x bonus in elections against Artificial Scarcity.
-Nill resource wastage, minimal likelyhood of finding caches on planets. higher likelyhood of finding salvage.
-All goods are produced in high abundance and are free, all black markets are closed.
- 100% trade tarrif, no currency.
- +20% discount on insurance costs, 3000 credit UBI in Communist and Cooperative systems.
-Minimal trade tarrifs when trading with Socialist and Social Welfare systems.
-Planned and regulated economy, no risk of depression.
- Fortification from local Cooperatives
-Optional trade n swap for cargo, more optional cargo rewards
-100% discount on ship purchases, optional supplementation with materials and cargo (means even more mining and salvaging).
-higher exploration data bonus
-Higher output across the board, 2x food bonus, 2x tech, 2x metals and minerals, no black market
-Minimal trade tarrifs when trading with post-scarcity systems. Higher trade tarrif when selling as a communist to capitalist systems.
-Planned and regulated economy, Lesser risk of suffering Depression or Recession.
- Fortification from local Cooperatives
-Optional trade n swap for cargo, more optional cargo rewards
-New experimental technologies
-Demand and Supply still exists in a post scarcity economy, 2x trade influence bonus for supplying goods in demand

Overall there should be an influence bonus for supplying/selling goods that are in demand at a station. Selling useless goods has the usual negative trade influence penalty. No penalty for selling useless goods at Anarchy or Ultra Capitalistic stations, Trinket/Trivial economies provide a bonus.
 
Last edited:
Back
Top Bottom