Please factor Value Added into the NPC market pricing structure.
Why? Lack of added value in pricing doesn't just cripple trade, it cripples factions (and thus MP play in general). Consider these two examples:
POS trade isn't sustainable though, because the highest price a player can charge for refined Zercaner capsules is the lowest price the NPCs charge for them. But NPCs don't need extensive refinery and manufacturing rigs to make products from raw mats, they just magic the stuff. Which means they don't bother charging for the capital investment of manpower and use of infrastructure that goes into turning useless floating rocks of Lukrah into Advance Armor and warp drives. They don't factor in the labor value of mining pilots, the cost of the ships being used, the time value of engineers to build and manufacture those ships and the factories needed to turn raw garbage A into ship component B. No need to consider the cost of defense fleets that keep pirates from stealing all that stuff either - they're all robots, they all work and fly for free, right? Ships fly for free - no fuel costs, no maintenance expenses. "Here - have these warp coils for exactly the price we paid for the dirt we spent weeks making them out of!"
So in the end, the base price for every Starmade component is exactly the sum total of it's raw materials, and not a penny more. No value added.
Which means that any shop that actually needs to compensate miners or traders, that needs to pay guys to manage protective fleets, that needs to incentives faction members to design better factory rigs or miners is just shit out of luck!
And that is one of the central and unavoidable reasons why most players don't bother working together or banding into larger factions. There's no profit in it.
The only exceptions? Exploiter bands. Almost all of the large, inter-server factions that have ever operated have done so because someone on their fac found a good economic bug to exploit that allowed them to multiply their credit flow, and used that to subsidize huge fleets.
How? It's so easy to fix this. Just increase the base price NPC facs & stick shops use to price out their products. This is what they charge to maintain their infrastructure, pay their people, service their loans, and cash out profits for their CEOs.
Raw: same
Refined: x1.5 raw value
Basic: x3rv
Standard: x9rv
Advanced: x36rv
Something like this, where high-end goods are worth several times what the items from the tier below are. Because IRL an iPhone selling at $1,000USD only costs about $1.5 in raw materials to make; the real production cost is the labor, shipping, engineering, design, marketing, distribution, tariffs, taxes, employees, insurance, etc, etc, etc...
The iPhone, in Starmade economics though: the damned stick shops would be selling iPhones by the truckload for EXACTLY $1.5 and the tutorial would be saying "be a miner, be a trader, be an industrialist, be a cell-phone engineer! Steve Jobs did it - all you have to do is beat the stick shop prices to find a market to support that activity.... "
Sorry - I get worked up about the stick shops.
Those stupid sticks were put in as a "convenience" but they're like super kryptonite to player economics and the default game spams them like crazy. Either banish them altogether or fix their base pricing formulas to account for value added costs. And make sure the NPC factions consider value added as well. Please!
Why? Lack of added value in pricing doesn't just cripple trade, it cripples factions (and thus MP play in general). Consider these two examples:
- John has cobbled together a small miner. He asks if any factions need miners, but the response is that he's better off keeping all he mines and refining it & trading it himself. This is true, so he doesn't join a faction and have fun playing with other people but instead goes and sets up a crappy 1-man faction and ends up hiding in his HB, totally alone (because no one should join him either), until the game bores him to tears and he quits.
- John has cobbled together a small miner. He asks if any factions need miners, and someone from #1 Trollmasters faction says "yeh, mate! we'll pay you shop prices for everything to give us plus docking and protection." John joins up, has a lot of laughs, and keeps playing with us... for ever... and ever... and ever...
POS trade isn't sustainable though, because the highest price a player can charge for refined Zercaner capsules is the lowest price the NPCs charge for them. But NPCs don't need extensive refinery and manufacturing rigs to make products from raw mats, they just magic the stuff. Which means they don't bother charging for the capital investment of manpower and use of infrastructure that goes into turning useless floating rocks of Lukrah into Advance Armor and warp drives. They don't factor in the labor value of mining pilots, the cost of the ships being used, the time value of engineers to build and manufacture those ships and the factories needed to turn raw garbage A into ship component B. No need to consider the cost of defense fleets that keep pirates from stealing all that stuff either - they're all robots, they all work and fly for free, right? Ships fly for free - no fuel costs, no maintenance expenses. "Here - have these warp coils for exactly the price we paid for the dirt we spent weeks making them out of!"
So in the end, the base price for every Starmade component is exactly the sum total of it's raw materials, and not a penny more. No value added.
Which means that any shop that actually needs to compensate miners or traders, that needs to pay guys to manage protective fleets, that needs to incentives faction members to design better factory rigs or miners is just shit out of luck!
And that is one of the central and unavoidable reasons why most players don't bother working together or banding into larger factions. There's no profit in it.
The only exceptions? Exploiter bands. Almost all of the large, inter-server factions that have ever operated have done so because someone on their fac found a good economic bug to exploit that allowed them to multiply their credit flow, and used that to subsidize huge fleets.
How? It's so easy to fix this. Just increase the base price NPC facs & stick shops use to price out their products. This is what they charge to maintain their infrastructure, pay their people, service their loans, and cash out profits for their CEOs.
Raw: same
Refined: x1.5 raw value
Basic: x3rv
Standard: x9rv
Advanced: x36rv
Something like this, where high-end goods are worth several times what the items from the tier below are. Because IRL an iPhone selling at $1,000USD only costs about $1.5 in raw materials to make; the real production cost is the labor, shipping, engineering, design, marketing, distribution, tariffs, taxes, employees, insurance, etc, etc, etc...
The iPhone, in Starmade economics though: the damned stick shops would be selling iPhones by the truckload for EXACTLY $1.5 and the tutorial would be saying "be a miner, be a trader, be an industrialist, be a cell-phone engineer! Steve Jobs did it - all you have to do is beat the stick shop prices to find a market to support that activity.... "
Sorry - I get worked up about the stick shops.
Those stupid sticks were put in as a "convenience" but they're like super kryptonite to player economics and the default game spams them like crazy. Either banish them altogether or fix their base pricing formulas to account for value added costs. And make sure the NPC factions consider value added as well. Please!
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