I think we may be at the thread split stage but... Forgive me if I lay this out, if even only for my own clarity/sanity.
Ok, so please correct me if any of this isn't true:
We're talking about two different models here. One is the current model as it operates within a default install of oolite and the other is your suggested model of 'buying' contracts, rather than buying goods from the relict elite market that has existed for over 30 years.
Complicating matters somewhat, we're also discussing possible options and/or tweaks within or to either or both of those models.
Furthermore, we're considering intersystem trade generally and how it might work in a sufficiently non-immersion breaking (rather than strictly realistic) sense.
I'm also probably guilty of jumping between each of these discussion points without much introduction.
With that said...
Disembodied wrote: ↑Thu Mar 26, 2020 5:24 pm
Redspear wrote: ↑Thu Mar 26, 2020 1:27 pm
More price variance? Yes please, but it doesn't require abandoning the present market to achieve that does it?
Price variance would cease to matter: the player's interest would be in the price for the job, not the value of the (entirely fictional) commodity.
Yes it would, you'd remove the problem, agreed. However, increase the variance sufficiently (within the current model) and you would also remove the problem, specifically that...
Disembodied wrote: ↑Thu Mar 26, 2020 12:13 pm
ALL Liquor & Wines from ANY (say) Average Agricultural planet will ALWAYS have the same narrow price range; and it will always have the same, different, narrow price range depending on where you sell it.
Two different models, two different solutions.
Switching to your model again...
Disembodied wrote: ↑Thu Mar 26, 2020 5:24 pm
Essentially, the "market", insofar as it would exist at all, would be hidden from the player. All the randomly generated commodities would still belong to one of the basic types - Food, Textiles, Minerals, etc. - and this could affect the price offered to the player when they come to sell salvage. It could even be possible to split commodities into low, medium, and high-value types, with an appropriate value multiplier, as long as we could build in some clue in the random name. This could be non-obvious, and could be something the player would gradually pick up on.
Good, liking that it's hidden in your model as that addresses one of my earlier concerns.
Suggestion: ditch the sub types and simply add sufficient price variance OR...
Substitute the sub types with suitable prefixes. For example: 'high quality', 'rare', 'vintage', 'antique' etc. for the high value; meanwhile 'shop soiled', 'damaged', 'low grade', 'budget' etc. for the low value items. Enables greater variance with fewer string entries (how very 'elite'
)
Disembodied wrote: ↑Thu Mar 26, 2020 5:24 pm
Yes, but I'd argue that we should fix the issue of government type and safety. Safe systems = zero or very occasional lone-wolf pirates; moderate systems = lone-wolf pirates, occasional packs; dangerous systems = pirate packs a-plenty.
Well, I think we're mostly in agreement there...
Disembodied wrote: ↑Thu Mar 26, 2020 5:24 pm
Currently all the economy type does is determine whether you're bringing in Furs and shipping out Computers, or vice-versa: that's not really much to lose. What would be different is the *fluff*: an Agricultural planet would have all sorts of foodstuffs, spices, textiles, furs, skins, wines, beverages etc. on sale - "ivory, and apes and peacocks, sandalwood, cedarwood, and sweet white wine". Industrial planets would have lots of processors, machineries, ores, radioactives, alloys, and so on.
Voluntary, non contract, trade route planning, that's what we have to lose.
Even if it were much lower profit then I'd like it to stick around. Within your model, if I'm understanding correctly, it's gone. If I were trying to work with your model then I'd at least try to make it relevant in terms of where to deliver salvaged goods, rather than lose it altogether.
Within the current model it means that I consider the economy type when planning my route as well as the government type (an important consideration in contract runs - less so than before but...)
As for fluff, why not make use of the
Ma Corn plantations or famous
Evil Juice mentions to influence food and liquor/wine prices respectively. You could use this approach with either model I think. I've thought of it before (as others have I'm sure) but it was way beyond my skill to oxp back then.
Disembodied wrote: ↑Thu Mar 26, 2020 5:24 pm
But the player wouldn't need to care about the per-tonne value: the cargoes on offer would just be different jobs. The player's economic interest would be in fitting together as many different jobs as their cargo hold, and their route, will allow.
Multiple, simultaneous contracts are something that I rarely dabble in as I prefer not to complicate things too much (which may or may not be obvious from my posting history
) and so yes, that does add another layer of strategy. True freedom can quickly become dull but so can too much structure. I think the reason that I often avoid multiple contracts is that with each additional one I acquire, I lose choice with regards to route planning.
Besides, with the current model you can opportunisticaly take advantage of any industrial to agricultural possibilities (for example) that present themselves as you go. I think your model largely loses that, at least in such a simplistic form.
Disembodied wrote: ↑Thu Mar 26, 2020 5:24 pm
But those would be interesting decisions for the player to make, as opposed to "They've only got 28TCs of Furs here … I guess I'm adding some Liquor and Wines to the manifest this time".
Yes, this is a problem with the current model but again, greater variance alone could fix this. "Ok, so they've got 28TC of furs here but hold on, check out those liquor prices! ... Forget the furs, a hold full of wines this time!"
Disembodied wrote: ↑Thu Mar 26, 2020 5:24 pm
A one-hop contract to a safe system would be the ideal starting job for a beginner. Stations would have *lots* of contracts on offer, and ideally the player could sort them on price, distance, reputation required, etc. When you take a short hop to a safe system, there will be other jobs - short, medium, and long - on offer when you get there.
Ok, so this is where I'm not following. You do your first, one-hop, safe sytem contract and you make a little money. Then what? Where is your next jump to? You might not need to consider economy anymore but are there many safe options left? Glancing at the map I don't think there's much room to manouver without visiting the same few systems repeatedly and it doesn't help that Lave is a dictatorship, making backtracking dangerous.
Again, I don't think that the current galactic maps support this approach very well.
Disembodied wrote: ↑Thu Mar 26, 2020 5:24 pm
In an end-of-the-line burg, though, people have to be less choosy about who they hire, and the chance of picking up a juicy job would be much higher.
Reward for risk is good but risk without much choice (when in the beginner's shoes/ship) is not much choice at all, unless that choice is to keep visiting the same few 'safe' systems as before but then we've kind of neutered contracts, or at least the fun part of them.