Forums » Suggestions

The Economy

Nov 07, 2013 Kierky link
I'm not actually sure how difficult it is to build a dynamic economy.

But in theory, it's all quite simple.
1. Make everything have limited quantity (except base models of ships, and the EC class minus the 107)

2. Depending on where you are, there is different mass-production quantities of ships per [day|week|month].
2.1. For example Itan J-11 will produce 200 valkyries per month, as opposed to Jallik E-15 which may only produce 50-70.

3. Depending on the type of station, it may produce commodities/ships/weapons [faster|slower] than one of a different type. This will force knowledge of the universe and types of stations.
3.1. For example a Barracks station will produce certain ships and weapons (those used most commonly in battle) faster than a Commerce/Research/Mining station.
3.2. In the same way, a Commerce/Research station will produce commodities/trading ships/radar extensions quicker than Barracks/Mining.
3.3. Mining stations will produce anything related to mining quicker than any other station type.

4. Capitol stations will produce everything evenly. Of course the higher end ships will be produced slower than others.

5. Prices of ships will be inversely proportional to the number of ships available. (The more ships available, the less expensive it will be).
5.1. Players may make deliveries of low-stock items for high profits. (The news for low stock will now be more useful)

6. Stocking of items will be managed by convoys (Traffic2, I guess?)
6.1. Destruction of the convoys may result in low-stock for the destination sector, and news articles will be generated for significant losses of convoys (War Convoys will also affect stock).
6.2. There may be bounties on specific convoys, where destruction and delivery to the nation offering will result in bounty payment and faction standing awards/losses.

And that's all I can think of right now...
Nov 07, 2013 Snake7561 link
+1
Nov 07, 2013 Pizzasgood link
Resources available to stations should impact either item production speed, or item sale prices, if not both. As in, a manufacturing station that has been supplied with lots of ore should produce ships more quickly or more cheaply, while one that is low on ore will slow down or raise prices to compensate. Deliver the ore they need and it resumes normal levels until it runs low again.

That way blockading someplace will have more impact.
Nov 08, 2013 greenwall link
What's to stop super rich folk from buying all the cool ships and leaving nothing but ECs for the poor folk?

I'll tell you what: something to spend hundreds of millions of credits on.

OP are good suggestions, but they still don't address the enormous oceans of credits at the disposal of guilds and various vets, which essentially amount to "unlimited" funds.

Measures would have to be put into place to keep the uber rich from having complete domination over the market.

My brain is not letting me say anymore, because it is wasted effort unfortunately. Is it reasonable to expect such major sweeping changes in our lifetimes? I lean towards no...
Nov 08, 2013 Surbius link
Nov 08, 2013 Kierky link
The enormous oceans of credits would be so very quickly dried up if the prices of ships were increased.
At least 10x what they are now.
And when the supply gets lower, they get even more expensive. Even TGFT can't maintain that.
Nov 08, 2013 TheRedSpy link
TGFT is not the richest guild in the verse it may interest some of you to hear. The answer is deceptively simple..
Nov 08, 2013 abortretryfail link
What makes you think they'd distribute ships based on station type instead of by demand? If Itani Defend-O-Corp manufactures valks and realized that 80% of their sales are based out of their Jallik E-14 branch, They'd probably want to expand their operations there instead of arbitrarily distributing ships to places where they don't sell.
Nov 08, 2013 draugath link
I'm all for limiting the availability of items at stations, but ships should not be limited in this manner until they can be effectively traded. It appears that we are finally close to having this capability, but it's still something that needs to happen first. Commodities can be limited in this manner, but the level of availability needs to be restocked if people sell that item to the station, and they shouldn't have a hard maximum either, only a soft max which is reached through automatic restocking.
Nov 08, 2013 DeathSpores link
Then i wanna be able to steal stuff from station/voys like ships, addons, commodities.
Make it difficult with SF chase on launch, bounties, npc bounty hunters, faction loss, whatever it takes i dont wanna have to werk to get ships :p
Nov 11, 2013 wolfman40 link
+1