Oh, nice to hear!Cmdr James wrote:good point from Commander McLane, who can clearly write more succinctly than me![]()




Moderators: winston, another_commander
But how do you set an appropriate cap for a ship’s price if you can’t calculate what the sensible resale value would be?Cmdr James wrote:It is possible, but not a complete solution to simply cap trade in prices. This makes profit much harder, but does not fix the underlying problems.
I have no problem with that sort of profit-making. The problem that led to the 25% “tax” was that you could sit in the same shipyard and buy kitted-out Adders (in my test) over and over again, making a ~10% profit on each iteration.An alternative view is that allowing a player to buy cheap ships at high tech worlds, fit them up with top quality gear, and sell them for a profit at a low tech world is in fact an entirely reasonable business to allow players to be in. Its just like buying and selling used cars. I dont think I really like it, but its not so bad.
Don’t get too creative here. The focus of Oolite is to be an improved Elite. Changing gameplay mechanics so that they actually make sense detracts from this goal. :-)Cmdr James wrote:I would like to see escape pods to cost different amounts for different ships, after all, they come with insurance, and the current rate is good for a cobra. A FdL should more more, no?