Forums » Suggestions

Solution: Economic reasons to cross borders

May 25, 2011 Alloh link
From WhiteRC's post with quite similar name, without any practical suggestions from OP, come this. {fix}

HOW TO FOSTER INTERNATIONAL TRADE, maximizing the usage of existing ingame features:

1. Desired items list in every station's welcome screen.
2; Trade news ingame, inside news.
3. Locally produced items vs sold locally vs rare/exotic/imported items.

1.a. Develop "market" by making stations desire ONLY rare/exotic/imported items, as Sedina Chocs or Eo Meditation Crystals. I.e., *not* request items sold nearby, in local system/nation. This would be enough reason to trade across borders. (RP: NPCs cover demand for regional items)
1.b. Add regular/request price tags, to display its profit. Or a +X% tag. And desired quantity!
Example of a capital's "Low Stocks List"
-100 Sedina Chocs (+60%)
-50 Pherona Spices R230c@750c
-300 Xang Xi Waste Containers R450c@1200c


2.a. Bring the best offers from trade news to Welcome Screen in every station, either as the 1/3 last lines displayed in desired list or a [Trade News] button.
2.b. Spread trade news as bounties are, or compact bounties as trade are in news.
2.c. Use the bar chat as an "black market BBS" automatically by NPCs/game engine. Allow players to also post requests/offers. (they already can, new is only NPCs requests)
Example, Bar start displaying lines as
"*Botname offers 100,000c for a load of Serco Implants delivered in Itani G-5. PM me when arrive"


3.a. Major redistribution of items, many times requested. More items only produced in grayspace and valuable in nation space. And vice-versa.
3.b. Add NPC voys (Escort missions) from nations into gray, and from gray into nations. There are only very few. And increase reward when blockade is present!
3.c. Grayspace systems should not produce food and beverages (RP: local planets not habitable) and pay well (credits and XP) for deliveries of food, spices and beverages. {Fix nations=>systems}

4. non-existing but quite fun and direct reason to cross borders would be CONTRABAND of items, drugs, etc... maximizing profit and risk. Requires creation of Border Patrol and ban list of items in each nation. (No BP in gray!)

References:

* Draft: Border Patrol and Contraband
* New items, new twist on old items, smuggling, border patrols and consequences
May 25, 2011 ryan reign link
Dear God! Alloh... that was intelligent, well thought out, seems relatively easy in terms of Dev time/resources and would actually work!

/me starts to wonder if the rapture did happen when that lunatic thought it was going to!

This coupled with a simple redistribution of goods is the most logical solution to the problem in recent history. I do however disagree with Gray Space producing no food... its a logistical nightmare. My RP counter to your RP reason is simple... stations in Gray Space have awesome hydroponics bays.

My only other issue is, FOR THE LAST TIME...THERE IS NO GRAY NATION!!!

I hope PaladinOfLancel... errr... WhiteRC reads this and grasps the key differences between good/bad, easy/hard, logical/his idea...etc...etc...

+1
May 25, 2011 Pizzasgood link
+1

"stations in Gray Space have awesome hydroponics bays"

My assumption would be that all stations have at least decent enough hydroponics bays, algea vats, etc. to keep themselves alive. Granted, I tend to want more redundancy in the essentials for survival than may be strictly necessary in the era of VO. A station relying on another station/planet in the same system to provide food probably isn't too big of a deal, considering how cheap and easy space flight has become. I do feel, however, that even in VO's time it would be madness to rely on sources from other systems. Wormholes are not to be trusted, as our ancestors learned the hard way.

But producing enough food locally in order to sustain life does not imply producing enough to sell it to traders, nor an unwillingness to pay good money for additional (and perhaps better) food. It would just need to be understood somewhere that they aren't relying on the imported food, that it's more of a luxury.
May 25, 2011 ryan reign link
"From WhiteRC's post with quite similar name, without any practical suggestions, come this."

Ok... thats just not fair!

Alloh, Pizzasgood, abortretryfail, Dr. Lecter and I all made practical/good/intelligent suggestions! In fact, the only one who did not was PaladinOfLan... err, WhiteRC.
May 25, 2011 WhiteRC link
Don't know who you biased bozos are, but I am not that other guy.

If this sort of biased nonsense is typical here I will likely not re-up my account.

That you didn't read my suggestion and decided to make all the same old ones is telling indeed.
May 25, 2011 WhiteRC link
"I hope PaladinOfLancel... errr... WhiteRC reads this..."

Funny you should say that and it's ilk.

(1) I am not whoever that other person is.

(2) _I_ included the code complexity required to implement my idea over the current system (four floating point values per station, one enum in the data structure representing cargo, one heat/cool algorithm for diminishing and restoring hunger, tuning of heat cool values for gameplay purposes.)

In the easy/hard spectrum I would say that what I proposed was "easy" and the nonsense that this restarted thread contains is "unbounded in terms of code complexity" so far.

Please show me how your ideas are easier/better...
May 25, 2011 Alloh link
@RR: Fair! Added fixes on grayspace Systems, not nations, and suggestions from OP.

Back in grayspace, why nations did not simply taken it?

So, my reasoning is that nation space are systems with habitable planets, terraformed and colonized, while grayspace are systems not suited to sustain life: Unstable stars, orbits, lack of atmosphere, whatever. Like, for me Ion storms should be restrict to grayspace, giving a meaning why that space was not simply split between existing powers.

Also, I expected to create a compelling reason why convoys from nations into grayspace: survival. Not a logistical nightmare, but the paradise for any logistic company, and justifies hiring escorts for cheap voys...

From gray into nations convoys take rare items, contraband, so on.

@WhiteRC
Go play the game and learn how it works. And you forgot the list of items, stores, consumption rates per item, plus the extra items you need to create when adding source to it, all that into database, manually crafted, then changing game engine for all those new items, what requires a new client, so on... And you keep ignoring the existing game features in your proposal.
May 25, 2011 ryan reign link
Alloh... I suppose I can see your point and Pizzasgood brings up some good points on food too. But, lets not get hung up on food... we can write that off as easily as this...

Serco food= Chinese, Itani food= Indian and UIT food= Italian, whereas food produced in Gray Space= hospital food and MRE's... so naturally they are willing to part with good creds to get it.

As far as the rest of it goes... its pretty easy.

PRE EXISTING SPECIALTY ITEMS, SERCO/UIT/ITANII:
Aeolus Pilot Training Unit
Betheshee Spices
BioCom Implants
Dau Spices
Dau Wine
Deneb Rum
Divinia Spices
Itani Education Disk Level M
Itani Education Disk Level N
Itani Education Disk Level O
Pherona Spices
Serco Ale
Serco Cybernetic Implants
Serco Training Level V
Serco Training Level VI
Serco Training Level VII
Verasi Koffee
Verasi Specialty Foods
TPG Pilot Training Module
ETC... ETC...

These items sell for a fair profit anywhere. Simply increase the selling price based on distance traveled into Gray Space.
Example: Suppose you paid 1,500,000cr for 200cu's of Verasi Koffee. You bring it to Edras and sell it for 1,750,000 or, Bractus and get 2,250,000or Sedina and get, 2,750,000.

PRE EXISTING SPECIALTY ITEMS, GRAY SPACE:
Corvus Holo Disks
Corvus Textiles
Sedina Chocolates
Pelatus Spices
Xang Xi Advanced Robotics
Xang Xi Waste Containers
Tunguska Mining Module
Ineubis Automated Defense Unit
Ineubis Personal Defense Systems

The same formula of distance multiplied by pay applies. This is so easy that goods need not even be redistributed.
After this, goods being redistributed would simply be a safety mechanism so that less experienced payers can trade in the relative security of nation space making enough money to get by, all the while hearing tales of the riches to be had in Gray Space.

All this would require is the Devs tweaking the pay outs for these items based on the distance of the station they are sold at from the closest border of the nation they were purchased in.

One other thing... these should probably be static routes given that they deal in specialty items and there are dangers such as, but not limited to...

Pirates, nationalists, wars, homicidal maniacs and borders blockades... thus creating an unstable shipping environment, which would naturally lead to stock piling/hoarding to make certain station merchants can meet the demand.
May 25, 2011 ryan reign link
PaladinOfLa... err... WhiteRC, sorry... I keep confusing you with that guy you're pretending not to be.

It is considered rude to hijack threads to plug threads you've posted, if you've nothing relevant/useful/intelligent/on topic or pertinent to the topic at hand to add and are just going to go on trying to convince people that you are right and they are idiots...

Please do it in your own thread, the adults are trying to discuss viable means of achieving an end in this one.
May 26, 2011 ryan reign link
"compact bounties as trade are in news."

Unrelated but please, for the love of all things holy... please do that!
May 26, 2011 Alloh link
@RR
"compact bounties as trade are in news."
Unrelated but please, for the love of all things holy... please do that!


This is directly related. Just open news tab with "first-time-eyes"... the trade news will dissapear among all those bounty news. So, the existing most compelling reason for long-range trade goes unnoticed to most new players. Therefore, if bounties were compacted, or at least the trade news gets a BOLD AND UPPERCASE TITLE it would have some appeal above all those "someone nailed somebody for profit". But much better would be to compact all bouties inside a single entry, thus highlighting other news.

More important than those items being profitable is being attractive, to foster long-range trade. So must be requested in welcome page/desired items, instead of nearby items, and its profit must be displayed (not everybory have TradeAssist plugin or guild's tradeDB)

Thanks for the lists, that is exactly what I was thinking, just add rare+hive weapons too, like:

-Axia Acc. Positrons (They already exist in some 'desired' lists)
-Gauss3 (the rarest of Gauss)
-Ineubis Raven
-Ineubis Heavy Storm Radar Extender
-Orion XGX Phase Blaster
-Aeolus Light Repair Module
-Xang Xi Self-propelled ConcMine
-Xang Xi Storm Radar Extender
-Corvus Widowmaker
-(N3, Firecracker, Repair).Turrets
+Queen Gatling
+Hive Positron
+Cargo Scanner * a MUST for border guards * (makes no sense being a hive drop, but it is)
+Cargo Spoofer.(1,2,3)

28 commodities (9 gray,21 nations) and 18 weapons (6 hive,12 other) is more than enough to populate the 'desired' list...
May 26, 2011 Pizzasgood link
I don't believe he is PoL, unless PoL is clever enough to suppress his habits, which I kind of doubt. This guy has similar tendencies, but doesn't seem to have as much of a messiah complex, hasn't really challenged people to a game of "I can list 10 ways this idea is perfect, but can you list 10 ways it is not?" (though he did verge on this at one point), and didn't call people trolls when he finally got frustrated and complained.

As for the bounty clutter, I wonder if that could be cleaned up via plugin. I'm going to try, but I'm not very strong on the gui stuff, so if anybody who actually knows what they're doing feels an urge to beat me to it, be my guest :)
May 26, 2011 pirren link
These items sell for a fair profit anywhere. Simply increase the selling price based on distance traveled into Gray Space.
Example: Suppose you paid 1,500,000cr for 200cu's of Verasi Koffee. You bring it to Edras and sell it for 1,750,000 or, Bractus and get 2,250,000or Sedina and get, 2,750,000.


+100
May 27, 2011 Alloh link
One quick note: Some of this already exists in game, as "secret" trade routes. Keep those as is. What we need is more compelling reasons for newbies to venture abroad, as promisses of great profits...

That is why I think it is important to display best offers from trade news in Welcome Page and the projected profit for desired items , etc... and remove the common items from desired list. Thinking as a newbie, why travel far away and face bigger risks for an unknown profit if the station is also requesting nearby items?
May 27, 2011 HuntrCkr link
From reading some other suggestions and trying to get a grip on how the economy works at the moment, I have had this idea floating around in my head. Feel free to call me an idiot if it already works this way :-P

Basic Ores and Commodities should be available and pretty unprofitable to transport between systems. I mean, if your advanced enough to build a space station, lets just assume you are advanced enough to make your own steel ;-)

But now, add an extra layer... Basic Ores and Commods are consumed by the station at a fixed rate... This creates components, be it RAM, CPU's, etc.

Not all stations produce the same components, so this would create demand for non locally produced components at other stations... So far, I think the game does this to an extent.

Now, these components get consumed by the stations AGAIN to create more specific components... As an example, in Itan, 1x RAM module and 2x CPU modules are consumed to create 1x Advanced Targeting System...

These Advanced Targeting Systems don't do anything on their own though... they are still just a commodity... But now let's say that somewhere in Serco space is a station that consumes Steel, some rare Ore and 1x Advanced Targeting System to create the "Phase Blaster MkII" weapon.

Now you have created plenty of reasons for inter-systems trade.... If no one does it, there wouldn't be any equipment available...

To keep things simple, all Nations manufacture the basic gear so you will never end up at a station with no equipment, but you might end up at one where they don't have the guns and equipment you had before dying...

This also addresses the problem I have seen people have with dying being too "cheap" in VO... If you have an extremely expensive and rare assortment of equipment, that you would need to buy from all over the Universe again when dying, it will make you think twice about running the risk.

Wow, this idea turned out much longer than I thought it would... Sorry about that. As I see it the only coding changes required are:

a) Give equipment finite Quantities at Stations
b) Server Side, run a routine that consumes available resources at a station to produce other resources.
Or
b) Make it Mission based, as the "crafting" missions currently work... Sign up to produce something, collect the raw materials, and produce it.
c) Add some extra layers of commodities dependent on each other (more content creation than coding)

Disclaimer: I am a new to VO, and I realize the crafting/manufacturing side has been discussed previously in older threads (some stuff implemented even). The only thing I am actually adding is extra levels of Commods to their existing ideas, and making equipment harder to get due to "regional" production. As stated above, Feel free to point out what an idiot I am ;-)
May 31, 2011 Alloh link
HuntrCkr, that is way more complex... and closer to manufacturing process. Suitable for a major redux, when every single processed commodity must be manufactured from extracted ore and resources. Also, our "online population" varies a lot...

And seems that player-run manufacturing is arriving in VO, tied to capship manufacturing... Seems ORE have been producing and selling its components. That would be cool that one could purchase all components from other players then simply take last mission and build his own capship!

So, no one else have more ideas or comments?