Re: Perfectly balanced economics?
Posted: Fri Sep 30, 2022 2:03 pm
Just wondering as regards these two....szaumix wrote: ↑Thu Jun 23, 2022 5:20 amI feel like economic balance in Oolite is the unicorn I care most to catch, and the hardest balance beast to tame.
Sure. But as a working argument, lets assume a vector factorized by only two values:Switeck wrote: ↑Wed Jun 22, 2022 10:28 amIt's also non-linear because of player skill and methods they use.
Torusing all the way to the main station? Really quick...if there's nothing in the way.
Fighting your way through large clumps of pirates in an Anarchy? Slow and can be very dangerous...with likely damage to your ship which incurs high costs, even if only refurbishment is needed more often.
1. player skill + style
2. desired (rate of) costs and incomes
Cim's revamped witchspace jump version for his SOTL scenario makes jumping much more dangerous. If one succeeds then his "flight computer" equipment makes it a bit easier the second time, and somewhat easier again the third time...
If it was copied from SOTL and added to the game as an extra mechanics OXP (as Cody has suggested), I suspect that it would change trade and piracy:
a) With the increased chance of blowing a gasket en route:
(i) trading becomes more expensive
(ii) resisting pirates on arrival becomes more difficult
(iii) following somebody through an unknown wormhole presumably becomes much, much more dangerous
b) applying this to NPC traders
(i) they would only trade between the same old systems, only a few would expand their trade routes
(ii) there would be an extra reason for them to avoid the more dangerous systems (see a ii, above)
c) applying this to Pirates
(i) also less likely to venture outside their territories, except through tunnels they have learned to navigate - and less likely to follow you through a wormhole. One presumes that the Thargoids are unaffected...
This would result in a deserved increased profit for trade with new systems and with dangerous ones such as anarchies... It would also make the game more fun (for some of us, at least!)
And, of course, one can then introduce complications such as Solar flares impacting on the difficulty, or nearness to planets/stations, or conversely nearness to the witchpoint beacon might make it easier to do so (hence all the craft flying from station to the beacon to jump from there...).