Forums » Suggestions
Redesigning the trade structure and faction locations
The fact that the products are allready at the station should be a form of implied supply. No buisnessperson is going to agree to buy 1000 units of a commodity at a rediculously high price simply because they want 100 of that unit. If you need to get rid of 1000 units of cargo, and the station only really needs 100, then you have 900 extra units that you aren't going to get a very good price for. So while you might be able to get a super high price for the base amount needed the rest of the wigets are going to sell for approxamately what their avg value would be or less.
Ok, the first idea I involved commodities. In a normal economy, the more goods in circulation would drive the price down, so some people stockpile these goods to drive the price up. But in Vendetta, the price will not change even if there are billions of units of a certain commodity being held and not traded, right? If I am wrong, then this thread has no point. But I am fairly certain that the price of goods is only dependent on the amount traded at that location, not the amount in the world.
Another thing, I believe there should be a new faction, and that gold be relocated to sector 9, and it wouldn't have a flag, so it would not need def ships that attack any other team. This could make gold the center of trade for the sectors, and become truly what the Neutral Territories are supposed to be, traders and mercenaries.
Another thing, I believe there should be a new faction, and that gold be relocated to sector 9, and it wouldn't have a flag, so it would not need def ships that attack any other team. This could make gold the center of trade for the sectors, and become truly what the Neutral Territories are supposed to be, traders and mercenaries.
the dynamic economy right now is in it's baby stages. eventually the number of cargo units out and about probably will have an effect on the economy. having a thoulsand advanced nanite units stockpiled somewhere probbaly will eventually keep the price for that item from going up too much. on the other hand at that point cargo will need a "shelf life" (a few days or so at least) during which it affects demand in the most significant way. and then as it becomes older it has less and less of an effect on the demand, and also has a lower and lower value compared to the demand.
Yeah, having REAL neutrals would be cool, but would they also be able to enter other home sectors? Like, they`re allowed to enter, but if they shoot at any of the people who live there they get banned for a couple of days. (and how`s about protecting newbies? without defs ships they could be slaughtered)
So maybe: how`s about you can change your character to different nations (or neutral)? And you can only begin as `itani, serco or... gold` That would be :)
/me runs away
So maybe: how`s about you can change your character to different nations (or neutral)? And you can only begin as `itani, serco or... gold` That would be :)
/me runs away
" having a thoulsand advanced nanite units stockpiled somewhere probbaly will eventually keep the price for that item from going up too much"
Minor detail, Spellcast, but this would actually drive the price up, not keep it from going up. Stock traders do this in real life sometimes.
Minor detail, Spellcast, but this would actually drive the price up, not keep it from going up. Stock traders do this in real life sometimes.
Here's my theory, hereby known as LordViking's Economic Theory: Every single day, or week, a station is capable of only producing, or circulating X number of goods. let's say it is a thousand. If no one trades, the number stays at a thousand. If someone buys 5 units of it...the number goes to 995 until the person sells the cargo. Once sold, the number will go back to 1000, i.e. there are now 100 available units to be circulated throughout the world. The price will go up as long as circulated supply goes down. So someone could try to buy all available units and store them at some station, effectivley keeping them out of circulation. As long as those units arent sold, the price will remain high, and keep going higher as more and more units are taken off the market. In this way, someone, or a group could corner the market. Once the supply dimishes, the demand and price increase, and the group can flood the market with units of goods, this will bring them lots of money, but make the price of the goods plummet to nill values, making the trade of them highly unprofitable for some time.
More on this later I have some more ideas...
More on this later I have some more ideas...
"Stock traders do this in real life sometimes."
-Only if they can afford to bribe the federal government to not prosecute them.
-Only if they can afford to bribe the federal government to not prosecute them.
Celebrim had a fairly well thought out topic on dynamic economies also. I just bumped the thread.
bump....
Oh and there should be manufacturing things too. Imagine, Sector 9 needs A goods and adv B widgets to make holodiscs. A and B are in high demand until Sec9 has enough to make X Holodiscs. These X HoloDiscs are then added to the stockpile slowly, as S9 cant make all at once. The traders that will make the most money find out what factory needs what and when, and provides a supply structure for higher level goods to be traded on a different system than the resource-manufacturing system. This could also mean that these factories in the stations could be made into companies, with stock, and their stock rises with their prosperity, meaning it is benificial for traders to keep supplying a factory, and maybe own a portion of that company. Then competing companies from different factions could blockade stations, keeping production down, or buying all of a low level resource that is being produced and forcing the company out of buisness. Stock prices lower and the faction can perform a hostile take over of the company and the industry if a faction owns a monopoly on a certain resource-trade-manufacture system, they may not have to keep supplying the factory, it will somehow do it itself, NPC Traders? This monopoly will pay dividends to every one of the controling faction's players online and to the stock holders. This is sort of a Railroad Tycoon economic system.
Oh and there should be manufacturing things too. Imagine, Sector 9 needs A goods and adv B widgets to make holodiscs. A and B are in high demand until Sec9 has enough to make X Holodiscs. These X HoloDiscs are then added to the stockpile slowly, as S9 cant make all at once. The traders that will make the most money find out what factory needs what and when, and provides a supply structure for higher level goods to be traded on a different system than the resource-manufacturing system. This could also mean that these factories in the stations could be made into companies, with stock, and their stock rises with their prosperity, meaning it is benificial for traders to keep supplying a factory, and maybe own a portion of that company. Then competing companies from different factions could blockade stations, keeping production down, or buying all of a low level resource that is being produced and forcing the company out of buisness. Stock prices lower and the faction can perform a hostile take over of the company and the industry if a faction owns a monopoly on a certain resource-trade-manufacture system, they may not have to keep supplying the factory, it will somehow do it itself, NPC Traders? This monopoly will pay dividends to every one of the controling faction's players online and to the stock holders. This is sort of a Railroad Tycoon economic system.
here's how you do it.
Price of mining is uberlow in 4. so you buy 10000. The buying price skyrockets.
The problem now is that no 2 sectors make the same thing. we need widgits that several stations make, instead of each station making it's own.
Price of mining is uberlow in 4. so you buy 10000. The buying price skyrockets.
The problem now is that no 2 sectors make the same thing. we need widgits that several stations make, instead of each station making it's own.
In the future we will probably have an entirely diffrent tab for widgets and tradegoods. It will be a veritable bazzar of items we would never in a million years know how to use.
i think the ability for one person do effect the economy so drastically would unbalance the game. The rich would get richer as they hoard goods, the poor would get poorer as it become more expensive to buy goods.
Maybe stations can produce a certain amount of product an hour - that way peole would only be able to affect the economy for a limited amount of time. Also if this happened the universe would have to be expanded greatly, so that all the stations can't be affected at the same time.
Maybe stations can produce a certain amount of product an hour - that way peole would only be able to affect the economy for a limited amount of time. Also if this happened the universe would have to be expanded greatly, so that all the stations can't be affected at the same time.
bump