No but it's the sort of thing I
just love when done correctly. Also he doesn't factor for risk. If you are so good at fighting that you win 90% of all your fights, and you risk death to fight someone for their goods once a month, you have a <30% chance of surviving to the end of the year. Risk of death is everywhere in Oolite, and it varies by career.
Cholmondely wrote: ↑Wed Apr 27, 2022 2:38 pm
things only recently started going to hell in a handcart after a period of stability and growth.
Unless you were only retorting to his use of the word "centuries", it's actually irrelevant: market forces are entropic and reach equilibrium quickly, I would agree with all or most of his economic assumptions. Also since piracy is as old as the Silk Road and the Aegean sea, we know that (a) it is really just a market force by lawless entrepreneurs and (b) it is self-sustaining as an industry.
He makes a series of annoyingly bad assumptions and then makes the entire Ooniverse jump through hoops to fit them. Quantity for sale could just be
quantity allowed. Trade and self-sufficiency are not mutually exclusive. Pirate ships could be stolen, drug-money, cartel allocations, inherited, too "hot" to sell, and even if they weren't he is taking game market value of ships at face value for a pirate, and even if he's not a trucker who robbed people for a living couldn't sell his truck and live in luxury! That doesn't mention loans, which is an economic staple and which most ship-owners would have. I just can't take his analysis seriously.
As for in-game prices, the only thing we have to compare any given price to is other game prices. In the real world we have the
Big Mac Index, but there is no Oolite equivalent, so we have no clue as to relative value. What does a handgun cost? A home? A car/pod/whatever? Are ships just our cars now? What does a meal cost? The Space Bar OXP for example tried to make a meal charge, which means I can buy a missile for the value of a few meals! The bottom line is we have no frame of reference on industry prices vs. everyday goods and services, so any price tweak can only do so relative to other industry goods which is fine.
Cholmondely wrote: ↑Wed Apr 27, 2022 3:42 pm
I do not think that trade in Oolite counts as EASY.
That's probably my bad. No pirate swarm can kill me running from them with or without injectors, and I need a minimum of four on me with at least two of them beam lasered and one of them aftlasered in a dogfight and no ECM to even begin to stand a chance of losing. With a new game I put in the legwork corkscrewing from witchpoint to station with pirates on my tail the
entire way. So you're right: I was taking reaching the station for granted and for the average trader that is wrong. That's why I prefer my Cobra Mk1 over even the adder for difficulty, speed is slightly better but turn and roll is crap enough to make things interesting for me.
Cholmondely wrote: ↑Wed Apr 27, 2022 3:42 pm
Some of the beacons are only recognisable within a given distance. But surely bars, FTZ etc are all advertising for customers? Liner's with markets are nowhere near as recognisable at distance as those without (why?). Liners would surely want recognition to gain police attention, one would have thought.
In my head this was more about game balance and I hadnt worked it out yet. Also in my head: bars strike me as seedy and they have a blackmarket and you can leave with whatever you like so that's at least crime-enabling. I'd like to make them 50% abandoned and/or "if-you-know,you-know" (beacon). It's not like drug dealers have HEROIN MARKET TURN IN HERE on a sign out the front of their houses. If you know, you know, and if you're not the streetwise sort they don't really want you there. If I had the oolite coding skills at this stage, liners would jump around uncentered from the space lane but have beacons available for sale. FTZs might just have a 50% appearance rate (persistent). I like the idea that you have to find/earn a jackpot deal, and all markets are basically sitting jackpots.
will look into it!