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Now that the economy has changed...

Dec 08, 2003 VooDooChild link
I've been kicking this idea around for a while (but haven't really read through all the old posts, so yell if it's a repeat):
Now that doing action x doesn't necessarily yield z credits as a reward (trading, flag caps, and <gasp> pirating) money is a considerably more valuable commodity. Unfortunately, there's still no other reward for abundant wealth other than the wealth itself. No score points for trading, no really special, shiny things to buy with 1 million credits.
I tend to lean more towards trading in the Vendetta universe, but there are only so many Ragnaroks you can crash into asteroids to spend your money. I propose a new buying system to remedy this. I recognize that there are much loftier goals and bugs that need attention, but I just want to put this out there.
You have your standard ships, weapons, etc. but instead of just stopping there, you would have multiple "levels" of equipment. Level 0 would be the familiar tachyons, vultures, and fast charges, but with each subsequent "level" there would be some credit prerequisite you would have to meet. Maybe Level 1 could be 500 thousand credits, with item prices varying from 50,000 to 100,000 credits. Level 2 could have requirement of 1 million credits and appropriately higher item costs. Now add a few more "levels" and you get the idea.
Now, these wouldn't necessarily be über-items, maybe they could be things as simple as decals or a small-port mine-layer whose mines drain an energy cell (wouldn't that be nice) or a friendly-sector station docking autopilot. They should be perks that will drive people to trade that little extra bit, or convince someone to trade more often than ship re-purchases necessitate, or give absurdly rich people something to show off.

VooDooChild
Dec 08, 2003 allstrox link
I like the idea, but let's simplify it:
No special ships till you score 5000 points.

That way most beginners will have a definite goal in mind while playing. Also, ship prices could be made dynamic, based on demand. This will encourage people to hunt for the lowest prices while buying ships.

Let sector 18 be the only place where you can sell specials, usually at a decent profit, again based on demand. This adds an RPG element which "explains" how the black market gets its supply. Also, sec18 might run out of specials to sell if no one is bringing them in.

--Sorial
Dec 08, 2003 Pyro link
Until that happens, there needs to be more of a profit to trading. I spent a full hour and a half trading today, and only made about 50,000 credits. Until we get ships with gigantic cargo capacities, there definitely needs to be more of a difference between the buy and sell prices...
Dec 08, 2003 Durgia link
Pyro I disagree if we can make tons of money fast we will be in the same situation as pre-reset. Money is supposed to be hard to get
Dec 08, 2003 sherman link
Well, the trick to it is, is to find a really good trade route, then don't tell anyone. If someone starts following you on your team that's a trader, go to a different sector. You don't want them taking all your profit!

Also, the economy recovers a bit slowly compared to the number of traders on. Bit annoying.
Dec 08, 2003 VooDooChild link
The scarcity of money is exactly why successful traders should be rewarded...

VooDooChild
Dec 08, 2003 VooDooChild link
<edit> double post
Dec 08, 2003 Magus link
"Well, the trick to it is, is to find a really good trade route, then don't tell anyone. If someone starts following you on your team that's a trader, go to a different sector. You don't want them taking all your profit!"
-If someone on the gold team asks I tell them my trade route. I'd rather have a wingman just as rich as I am and able to help than hoard the wealth for myself.