Yes, indeed.Diziet Sma wrote:I seem to recall several discussions in which it was concluded that the quantities being traded were too small to impact the market prices...
Furthermore, Oolite's price- and quantity-calculation formulas don't effect each other.
Which doesn't prevent you from trying to set the variables in a way that big price = small quantity and small price = big quantity, or whatever relation you have in mind.
But whatever you lot are planning, it is strongly advised that you get your head around understanding how commodities.plist works first, because this is the only way in which you can set prices and quantities during (or rather before) the game.
And I don't want to discourage you, but fact is that Oolite is not set up for the complicated relations between economies and prices which Trigg has in mind. It is set up for the simple linear increase or decrease between Poor Agr and Rich Ind which we find in-game. That doesn't mean it is impossible to use the formula for something else, but it means that (a) this is a very tricky business, (b) your possibilities are limited and (c) you may yourself find having to change the whole appearance of the Ooniverse in order to achieve what you want (for instance a solution will highly likely by incompatible with any station-OXPs; which may be a sacrifice that many players (me included) may not be willing to make).
Also keep in mind that it is very unlikely that Oolite itself gets reprogrammed in order to implement a new trading model. After all, Oolite is a remake of Elite in the first place, and the core game tries to generally stay faithful to Elite. And let's face it, Elite is neither a proper space simulation nor a proper economy simulation. It is a game which uses simplifications for gameplay's sake. Its beauty lies in its simplicity. You don't have to go through lots and lots of complicated screens and choices prior to any action. If you want that, there are other games out there suited for your needs. But Oolite should be kept simple.