Downloaded. Will try her out and let you know...
Thank you!
Moderators: winston, another_commander
Downloaded. Will try her out and let you know...
That may what you would want but others may like those unique profit opportunities so it is not obvious to me that those markets are broken. I would even suggest that unique opportunities are the only reason to even dock at an extra station.
Well, that's news to me. Now there are problems, the dock looks like hell, but it does work and is unlikely to be fixed until I create a new model. The script that controls Witchfire Whiskey does work as intended, I just downloaded the official version linked to the expansion manager and tested it to make sure.Cholmondely wrote: ↑Wed Feb 28, 2024 4:08 pmI noticed a post on Roolite saying that it didn't work.
Well you don't have to drink it, that will certainly cut into your profit.
Genuine question to everyone:Stormrider wrote: ↑Sat Mar 02, 2024 10:47 pmThat may what you would want but others may like those unique profit opportunities so it is not obvious to me that those markets are broken. I would even suggest that unique opportunities are the only reason to even dock at an extra station.
I natter so much, that I can't recall all the instances where I've labelled something as "broken". But:Redspear wrote: ↑Sat Mar 02, 2024 11:15 pmGenuine question to everyone:Stormrider wrote: ↑Sat Mar 02, 2024 10:47 pmThat may what you would want but others may like those unique profit opportunities so it is not obvious to me that those markets are broken. I would even suggest that unique opportunities are the only reason to even dock at an extra station.
Or, if you prefer:
- When folks talk about trade or markets being 'broken', what do they actually mean?
e.g.
- Nonsensical
- Predictable
- Static
- Dull
- Poor risk/reward ratio (too easy/hard)
- Questionable distribution
I know this is a secondary markets thread but I do think it's relevant.
- What do other game economies have that oolite doesn't that would actually benefit gameplay?
- You tell me...
There seems to be a general consensus that they're not realistic but what makes them 'broken' from a gameplay perspective rather than from a simulation perspective?
Off the top of my head, I can see three overlapping issues.
If you wish to analyze this, you might wish to consult the essay on Economics where there is an attempted analysis of the assorted analyses of the trade system. The most sophisticated are cim's and Stranger's.
Arguably, the relevant 'mistake' I made was to include the reasoning in the game itself rather than in the documentation.Cholmondely wrote: ↑Tue Mar 05, 2024 9:51 amYour Demand Driven Economy probably goes the furthest, but honestly, some of the "demands" seem bizarre to me!