So, since ECOs set the prices, ECOs should change over time. Not too fast and not too slow. That's easy, right

Moderators: winston, another_commander
Makes sense to me. I seem to recall purchasing extremely cheap narcotics back in my elite days (er, in-game narcatics that isDisembodied wrote:It would also require making the illegal goods the most profitable items, because of the greater risks involved.
Don't worry, I'll be back to my usual self soonDisembodied wrote:Again, a good idea.
Yes, I like that.Disembodied wrote:This would work well with taking commodities further = higher profits: each jump you make adds value to your cargo, but increases the chances of meeting pirates who are specifically hunting for you. Perhaps this could be modified: each time the player docks, the chance of attracting pirate attention goes up by 10%; if they jump without docking, it only goes up by 5% (or some similar set of numbers). There could even be an increase based on the amount of time the player stays in a station, for e.g. repairs - the longer you hang about, the more likely it is that someone will find out about your lucrative cargo and probable next system.
Yes, I rather like it, it just gets stale very quickly.Astrobe wrote:And I want, too, to be able to do normal trade without time limits and without having to make difficult choices.
I'm not even sure that a 'nerfing' is required but the speciality idea I quite like but maybe done a little differently - tricky not to get a little too complicated here.Astrobe wrote:So nerf the free trade market and buff the cargo contract market. Famous Planets sometimes talk about the speciality of the planet. I propose that most planets have their own speciality, for which there's demand throughout the galaxy (sector). Hence the cargo contract market.
If it were as a result of mission or announced in game as unusual then I think I'd like it. However to have the effect you seem to be suggesting, economy changes in a cross galaxy sense (a very small galaxy in the case of oolite) would be changing all the time.spara wrote:So, since ECOs set the prices, ECOs should change over time. Not too fast and not too slow. That's easy, right? It might work with a random function that periodically iterates over the map randomly selecting systems and randomly changing ECOs up and down one step at a time. This would be quite easy to OXP, if some-one wants to test such a dynamic system.
I like it too. I created my (shameless plug) theRedspear wrote:Disembodied wrote:
This would work well with taking commodities further = higher profits: each jump you make adds value to your cargo, but increases the chances of meeting pirates who are specifically hunting for you. Perhaps this could be modified: each time the player docks, the chance of attracting pirate attention goes up by 10%; if they jump without docking, it only goes up by 5% (or some similar set of numbers). There could even be an increase based on the amount of time the player stays in a station, for e.g. repairs - the longer you hang about, the more likely it is that someone will find out about your lucrative cargo and probable next system.
Yes, I like that.
Limiting base commodities this way could help nudge players towards looking for custom contracts.Redspear wrote:Perhaps not every rich industrial can offer you computers, or at least no more than 5 cannisters or so.
In short, some of it moved to the Oolite 2.0 thread.Diziet Sma wrote:So why has this conversation died, just when it was getting interesting?
Not sure. I think there might have been quite a few either/or options rather than so many compatible ones.Diziet Sma wrote:A thought, perhaps we could trawl through this entire thread, pulling together the most promising ideas, and turn them into a spec-sheet that could then be used as a rough-draft foundation for a proof-of-concept OXP.
This diagram includes half of the purchasable commodities within the game.Britnoth wrote:
Actually, that makes little sense for game purposes: a system both producing and demanding the same commodity.