Switeck wrote: ↑Fri Mar 04, 2022 4:39 pm
Cholmondely wrote: ↑Fri Mar 04, 2022 12:34 amSwiteck, do you have any ideas as to how I would tweak the markets in Hathor & Nepthys to get the effects that Killer Wolf was after? There's a super pdf brochure inside the .oxp which explains what he wanted (now copied onto the wiki page,
here).
As for the missing markets for the 2 new (to us!) stations mentioned here...
I put this in for my mod of Hathor Station:
Code: Select all
"market_capacity" = 127; // maximum capacity for any good
market_definition = (
{
// Needs Food and Wines
"type" = "class";
"name" = "oolite-edible";
"quantity_multiplier" = 2.0;
"quantity_randomiser" = 0;
},
{
// Narcotics not available?
"type" = "class";
"name" = "oolite-medical";
"quantity_multiplier" = 0.0;
"quantity_randomiser" = 0.5;
"capacity" = 31;
},
{
// Export Luxury items
"type" = "class";
"name" = "oolite-luxury";
"quantity_randomiser" = 0.5;
},
{
// import cheap minerals
"type" = "good";
"name" = "minerals";
"quantity_multiplier" = 0.1;
"quantity_randomiser" = 0;
},
{
// Slightly less available than main station
"type" = "default";
"quantity_multiplier" = 0.95;
"quantity_randomiser" = 0.5;
}
);
"market_monitored" = no;
And this for Nephthys Station:
Code: Select all
"market_capacity" = 127; // maximum capacity for any good
market_definition = (
{
// Needs Food and Wines
"type" = "class";
"name" = "oolite-edible";
"quantity_multiplier" = 0.5;
"quantity_randomiser" = 0;
},
{
// Narcotics not available?
"type" = "class";
"name" = "oolite-medical";
"quantity_multiplier" = 0.0;
"quantity_randomiser" = 0.5;
"capacity" = 31;
},
{
// Export Luxury items
"type" = "class";
"name" = "oolite-luxury";
"quantity_randomiser" = 2.0;
},
{
// import cheap minerals
"type" = "good";
"name" = "minerals";
"quantity_multiplier" = 0.1;
"quantity_randomiser" = 0;
},
{
// Slightly less available than main station
"type" = "default";
"quantity_multiplier" = 0.9;
"quantity_randomiser" = 2.0;
}
);
"market_monitored" = no;
Some of that is self-explanatory.
"quantity_multiplier" = 0.5; ...means half as much "regular" amounts. So if there were 50-53 TC computers at the main station, the "regular" amount of 50 TC would be reduced to 25 TC.
"quantity_randomiser" = 2.0; ...means twice as much random amounts. So if there were 50-53 TC computers at the main station, the "random" amount is only 0-3 TC of computers. Doubling that doesn't do much.
"market_monitored" = no; ...means you don't gain a bounty from leaving the station loaded with slaves/firearms/narcotics. I probably should change that one.
I didn't touch prices. Any increase or reduction should only be maybe 1-10% or it can become a game balance issue. (Free credits in other words.)
Edit: These changes were done to the shipdata.plist files for the 2 stations.
Thank you!
So just thinking through and trying to make sense of all this:
1) Hathor Trade Station description:
"For several years, traders had been complaining about prices and availability of products at the main GalCop stations. Being the only trade point for a system, demand was high and prices often matched, leaving a very slim profit margin for many, especially new traders or those independent pilots w/out large contracts. To this end, several businesses began trading from large dockable ships and sometimes asteroid bases, setting up independent markets that could cater to bulk haulers, casual traders and even hard up pilots trying to make a living but unable to afford the prices at main stations.
...Although the range of goods at a Hathor is not as broad as a main station, this is not their point : they deal mainly in staples and essentials, which is exactly where a lot of pilots make their living.
The Hathor was designed as a wholesaler - dealing with bulk traders for supply they stocked plenty and were able to keep prices low, ensuring a steady stream of traffic. "
Game implications (Hathor):
Cheaper prices for food,
etc.
No market or minor market for furs, luxuries
etc.
Making sense of the above in game logic
We already know that the prices in the GalCop main orbital stations include taxes and fees. This presumably accounts for the cheaper prices for staples.
Therefore the Hathor stations cannot be GalCop stations (or they would have higher prices too). So unless GalCop has spies or an agreement with the local government which paid for the Hathor station, there would be no GalCop bounty involved in dealing in guns/drugs/slaves - but that does not of course mean that the local government would allow the Hathor station to deal in them.
2) Nephthys Station description
"The polar opposite of the Hathor, the Nephthys is a high class, very expensive, luxurious station...
Nephthys stations are generally bought by the rich and famous as private retreats, or used as extremely high class hotels and resorts. The rotating upper structures are fully customisable and have been turned into exclusive penthouses, restaurants and hotels.
The main structure of the station contains power, docking, maintenance, accommodation and trading facilities : generally, given their exclusive clientele, Nephthys stations deal only in luxuries and gourmet wines and food.
... Privately-owned Nephthys stations invariably have a private defence force of well-armed vessels."
Game implications (Nephthys) & making sense of the above vis-a-vis game logic
Prices might be the same or slightly different (cheaper or more expensive) (would they even want oikish traders calling? Maybe some might refuse entry to traders not in Fer-de-Lances or similar up-market ships!) I think I saw something labelled as a Tradesman's Entrance when I was scouting around!!
Goods: upper-end luxuries
Trade in illegals might or might not exist - cocaine rather than marijuana, one presumes. Slaves would presumably be luxury slaves, if there were any. Firearms would be Digebitian duelling pistols (and maybe arms for one's private guard - but would those markets not be sewn up by the concessions renting space on the station itself. Maybe they would buy such weapons for a discount. Again, not GalCop, and no penalty.