Supply & Demand could fuel Meta for players seeking to take part in Trading. As many players wish to provide player owned shops to trade items it would be nice to encourage that in the universe.
This idea does not change the Player owned Shops. They retain fixed pricing set by the owner.
All NPC Shops would alter prices by Demand. This IS different from the current way prices change.
Every time a player buys an item, the price increases by 1 credit.
Every time a player sells and item, the price decreases by 1 credit.
This means that a shop where players sell a lot of items, the Shop will become less attractive to sell. Also due to diminishing returns, players will not sell everything in one place. Finding new shops to sell their items and splitting to multiple shop will yield more credits.
By abstraction, a player buy a large amount of Hull will see rapidly increasing costs, encouraging the use of a player owned shop.
This will put more power in the hands of player shops and revive the relevance for Manufacturing, due to the profits being that much higher when dealing in bulk.
This also means that exploration would be encouraged, due to the demand to newly discovered NPC shops with favourable prices. At this point dedicated players will begin running trade routes, which can be ambushed or protected with escorts.
Market Fixing can occur, by setting a player shop with higher than average prices, then buying up all of that item for that entire star system. This would make the player shop attractive by convenience.
Maybe increasing by 1 credit per unit is too steep, so perhaps a figure of 10 instead to increase the price by 1 credit. This could even be a Server.cfg option.
SHOP_PRICE_CHANGE_UNIT = 10 (shop prices increase/decrease per unit when purchased/sold)
http://redd.it/264nb4
This idea does not change the Player owned Shops. They retain fixed pricing set by the owner.
All NPC Shops would alter prices by Demand. This IS different from the current way prices change.
Every time a player buys an item, the price increases by 1 credit.
Every time a player sells and item, the price decreases by 1 credit.
This means that a shop where players sell a lot of items, the Shop will become less attractive to sell. Also due to diminishing returns, players will not sell everything in one place. Finding new shops to sell their items and splitting to multiple shop will yield more credits.
By abstraction, a player buy a large amount of Hull will see rapidly increasing costs, encouraging the use of a player owned shop.
This will put more power in the hands of player shops and revive the relevance for Manufacturing, due to the profits being that much higher when dealing in bulk.
This also means that exploration would be encouraged, due to the demand to newly discovered NPC shops with favourable prices. At this point dedicated players will begin running trade routes, which can be ambushed or protected with escorts.
Market Fixing can occur, by setting a player shop with higher than average prices, then buying up all of that item for that entire star system. This would make the player shop attractive by convenience.
Maybe increasing by 1 credit per unit is too steep, so perhaps a figure of 10 instead to increase the price by 1 credit. This could even be a Server.cfg option.
SHOP_PRICE_CHANGE_UNIT = 10 (shop prices increase/decrease per unit when purchased/sold)
http://redd.it/264nb4
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