Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pm
The problem with too much randomised price variance is that it all just becomes a crapshoot.
I said price variance. No one wants 'too much' price variance
Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pm
And how long will prices persist? What if you turn up at planet A, find a great price for Liquor and Wines, take it to the Industrial planet B next door, nip back to planet A again, and the prices have all changed, in a matter of hours? Or will Planet A always produce incredibly cheap L&W? In which case, there's the chance of finding a nearby world with very high L&W prices - creating a free money pump.
Both of the options you describe sound problematic don't they? And I'd have to agree that neither is particularly desirable. You don't appear to be considering another variable that already exists, however: quantity.
So, for a quick fix of the scenarios you describe...
Suppose that the great price for liquor/wines on planet A is consistent - you can count on it next time you visit. Suppose further that the quantity available is
not consistent - you can't guarantee that when you return you'll be able to buy anywhere near as much, or perhaps even any... Free 'money pump'? Not so much now I think.
Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pm
With the current model (or indeed anything like it, where the player looks to buy low on one planet and sell high on another) there will always be the problem of milk-runs and money-pumps. Every Elite-alike game I've ever seen falls into this same hole (probably because, as in Elite, the trading is just there as a basic mechanism to enable the player to earn credits to improve their ship and go out and shoot more bad guys).
Firstly, I'm not sure that I understand the difference between a 'money pump' and a 'milk run', so if it's important then please explain.
Probably because, like Oolite, they just lifted what works. Commercially, if it works in the short term then that is enough for most games (less true in the present perhaps). Also, I think that some/many of those games did a much better job of expanding the other career paths that elite promised but barely delivered on, so trading related issues might be less obvious.
Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pm
It will also never match the sheer range of cargoes that we can imagine an entire planet might produce.
I don't think you can realistically achieve that with your model either, or even get close.
Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pm
This latter is a big one, for me: it's so small-scale. The entire output of a world can be covered by just 16 things, all virtually indistinguishable from the same things produced elsewhere. We can try adding granularity to it, by creating sub-types, and sub-sub-types, and so on, but it rapidly becomes overwhelming.
Here you seem to be describing trying to create your wish of a wide range of cargoes within the current system and how it won't work very well. I agree and I think this might be at the heart of our difference.
By being specific about cargo goods, I think both the current model and your model will only succeed in further highlighting how just few things there are to trade in across approx. 2,000 systems. Ironically, I think that really would become overwhelming...
How many are you going to create?
How are you going to cover (almost) everything?
How do we process things when the sheer variety is confusing? We tend to put them into categories. You passed or you failed. You got an A or a B grade etc. That's a fish, a bird, a mammal. It's a simplification but we do it because it's convenient; because if I had to exhaustively list all the animals I knew of then it would both take me a considerable amount of time and I would almost certainly forget some (
oops - I forgot all the invertebrates!...)
So you can be specific at one end or general at the other. At the extreme specific end, everything is unique, while at the extreme general end, everything is just cargo. So you can have as many or as few categories as you want but if you want to do away with them altogether then (unless you have an awful lot of time on your hands or an extremely elegant name generator programme) I see clear ommisions presenting themselves over time. Worse: the more you play, the more they will become apparent and the more the variety of existing goods will seem small.
So you see the current model as limiting, I see it as inclusive. It appears that we are both hypothesising accordingly.
Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pm
I think these should definitely all be used, but there aren't nearly enough of them. There's maybe ten or twenty planets in each galaxy who are famous for one product. I'd hard-code these in, so they crop up in those particular named systems, but they'd just be one item on offer in a whole medley of cargoes.
Well again, it depends on how restrictive you wish to be. For example, there are planets with demands too.
Civil war (firearms/textiles/food)
Disease (narcotics)
Killer thingies (firearms/radioactives)
Boring (luxuries/narcotics)
Love of tourists (slaves
) and so on...
Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pm
the player's first contract page could offer a 10TC contract to Zaonce and a 5TC contract to Isinor.
Things aren't so different now are they (without contracts I mean)? As a beginner you can't always get a holdful anyway.
Disembodied wrote: ↑Fri Mar 27, 2020 4:28 pm
I also agree that the current setup is not helpful. My personal preference would be to divide the galaxies up into subsectors, with different piracy ratings. The Old Worlds could be pretty calm and peaceful, regardless of political rating (and shipping fees within the Old Worlds could be low because of it).
As a beginner though you'd still be trapped in a little cluster, much like you are now. I make it to Isinor, I pick up some goods but I want to keep some injector fuel handy for pirates, so Ensoreus is out. Zaonce or Tionisle? One will likely be more profitable but wll it be by much? (to be clear: describing the current model).
You're proposing a bold new model but I'm not convinced that will improve the game, or even change it in quite the ways you appear to imagine it would.
I could be wrong of course... lots of experience of being wrong