Please prepare ahead of time as as much detail and specificity as possible would be appreciated.
What are the current hard upper and lower limits on commodity price variation in terms of percentage? Will these be changed in the future?
What specifically determines the amount of supply/demand available?
What specifically determines the current buy/sell price?
How specifically does the "low/medium/high" status of supply/demand affect the price vs the absolute supply/demand numbers? As an example, how does a system with 250,000 Med supply compare to a system with 2,000 High supply of the exact same commodity?
What specifically determines the modules that are available in outfitting at a particular station?
What specifically determines the ships available in the shipyard at a particular station?
Will minor faction states be made more meaningful to traders (i.e. will they have a larger effect on profit margins)?
Does the "increased production/consumption of XXX goods" PowerPlay effect some powers have effect prices at all or just supply/demand numbers?
Will the distance to the drop-in point (in light seconds) ever factor into the buy/sell price or supply/demand numbers?
What good is the "seeking goods" POI if I have to leave the system after encountering them to get the goods they seek?
Can mission requests for specific commodities be changed to take into account my ship's current cargo size (and thus be competitive with a static A-B run)?
Can the galaxy map trade information be updated?
Would the developers ever consider implementing and eddb.io style trade tool into the actual game?
Why are industrial economy outposts not sending their market data out the API? We have to OCR the commodities markets on those stations to export their data. Will this ever be fixed?
Will the mobile app ever be develped into something like a second-screen experience similar to how using eddb.io on a tablet is now?
What are the current hard upper and lower limits on commodity price variation in terms of percentage? Will these be changed in the future?
What specifically determines the amount of supply/demand available?
What specifically determines the current buy/sell price?
How specifically does the "low/medium/high" status of supply/demand affect the price vs the absolute supply/demand numbers? As an example, how does a system with 250,000 Med supply compare to a system with 2,000 High supply of the exact same commodity?
What specifically determines the modules that are available in outfitting at a particular station?
What specifically determines the ships available in the shipyard at a particular station?
Will minor faction states be made more meaningful to traders (i.e. will they have a larger effect on profit margins)?
Does the "increased production/consumption of XXX goods" PowerPlay effect some powers have effect prices at all or just supply/demand numbers?
Will the distance to the drop-in point (in light seconds) ever factor into the buy/sell price or supply/demand numbers?
What good is the "seeking goods" POI if I have to leave the system after encountering them to get the goods they seek?
Can mission requests for specific commodities be changed to take into account my ship's current cargo size (and thus be competitive with a static A-B run)?
Can the galaxy map trade information be updated?
Would the developers ever consider implementing and eddb.io style trade tool into the actual game?
Why are industrial economy outposts not sending their market data out the API? We have to OCR the commodities markets on those stations to export their data. Will this ever be fixed?
Will the mobile app ever be develped into something like a second-screen experience similar to how using eddb.io on a tablet is now?
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