Fritz wrote:The RH markets were a little bit disappointing for me too. When I was new to Oolite (using 1.82 already) and docked at an RH for the first time, I was expecting something really different from the main stations, a big slave market for example, where you can get really good prices for captured pilots, or significantly higher prices for food and liquor. But it was only a standard market with less capacity, the only real difference being that you can leave with illegal goods without getting into trouble. Even police is present, snatching away my captured offenders before I can sell them...
It would be nice to have more market variation, but messing with prices is tricky if you want to avoid creating a free money pump (buy X dirt cheap on the station, ship it to hermit, sell it for big profit; buy Y dirt cheap on the hermit, ship it back to the station, sell it for a big profit ... rinse and repeat). What might be possible, though, is for rock hermits to exhibit occasional one-off spikes in demand for certain commodities - e.g. food, liquor & wines, narcotics, machinery, slaves, possibly firearms (adapted into mining tools and/or used for self-defence against marauders and claim-jumpers) - and occasional gluts (i.e. cheap, and lots of them) of minerals, radioactives, alloys, gold, platinum and gems - with a time-limited window of opportunity that the player can try to take advantage of. These should be relatively rare, though.
I think, too, now that the game can be saved anywhere, it's important to have these limits on rock hermits, to avoid making piracy too easy. Before, pirate players had to run the gauntlet of the main station on a regular basis: now, they don't need to, and if they could easily save, and sell all their purloined loot at any hermit they came across (which are now persistent from game to game), piracy becomes far too easy. So the quantity limits make sense, to me (but the occasional bonanza, as above, might be nice, especially if it could be tapped into a Snoopers-like rumour network).