Fractal Softworks Forum

Starsector => General Discussion => Topic started by: DaLagga on November 13, 2014, 12:04:14 AM

Title: How can you possibly profit from normal trade?
Post by: DaLagga on November 13, 2014, 12:04:14 AM
First let me say that I know the game is far from finished and that massive balance changes will no doubt occur between now and the full release.  The problem that I'm having right now is that the trading system seems completely broken assuming you're not using the black market.  No matter how much extra supply a planet has and how much demand there is for that particular good at another planet, profitable trade seems impossible because the price gap never seems all that large.  From what I've seen, it's rare that you'll even find a 2 to 1 profit ratio for a particular good. 

For example, a planet exports a good for 50c and another buys it for 100c.  But even in this case, the obscenely massive 30% tariff makes profitable trades impossible.  That 50c cost per unit actually becomes 65c (50c +30%) and that 100c gross profit per unit degrades to 70c (100c - 30%).  As such, your net profit per unit is extremely small (5c in this case) and typically not even enough to cover transport costs.  On the flip side, responding to events like food shortages results in absolutely obscene and rather game-breaking profits.  With a decent trade fleet (7000+ total cargo capacity) I've been able to clear over $1 million credits in a single trade run. 

In short, regular trading seems impossible if you avoid the black market and try to remain clean while event based trading is so profitable that you can break the entire economy in a single run.  Am I missing something, or does the system just need a lot more balancing? 

Title: Re: How can you possibly profit from normal trade?
Post by: jupjupy on November 13, 2014, 12:15:45 AM
Profits from normal trading are meant to be difficult, if not impossible to obtain at this point.

I believe Alex has said before that he dislikes the form of money-grinding trade that some people would want to do. Basically the only ways we've got to earn money from trading right now are: Food shortages, supply disruptions, and selling things you get from blowing up fleets. The tariffs that are in place are currently what is preventing players from generating cash simply by funneling say, heavy machinery from planet A to planet B.

What I'm hoping for in the future is commissioned trades, like the Hegemony giving you a quest to send 5k hand weapons to some random backwater planet thats undergoing some crisis, or something along those lines.
Title: Re: How can you possibly profit from normal trade?
Post by: Megas on November 13, 2014, 05:45:38 AM
Food shortages and trade disruptions at stations tend to repeat themselves.  You need to deposit as much (of the relevant) commodities at stations that are prone to these events, then sell them when the event occurs.  In case of food shortages, you really want conditions to "worsen" before you sell, then sell all food for maximum profit.  Penalty for food glut is insignificant (and even if it was, severe shortage is infrequent enough that you can build up reputation in the meantime).

In a way, you still have "the form of money-grinding trade that some people would want to do."  The only difference is you do not have it on demand when you want and you must wait until the game decides a station has an event.
Title: Re: How can you possibly profit from normal trade?
Post by: Gothars on November 13, 2014, 06:04:30 AM
Yeah, repeatable trade runs are not supposed to be viable to avoid boredom. See also this blogpost (http://fractalsoftworks.com/2014/03/02/on-trade-design/) for details on that design decision.  I'd say we have the foundation of an interesting system, but there's not enough variety yet to make it interesting in the long term.
Title: Re: How can you possibly profit from normal trade?
Post by: DatonKallandor on November 13, 2014, 07:04:18 AM
You can't and you're not supposed to be able to profit from non-shortage trade. Standard repeatable trade runs are boring. But if they're in the game people will do them even if they're boring. The only solution is to make them non-profitable and force people to do the stuff that isn't boring.
Title: Re: How can you possibly profit from normal trade?
Post by: ciago92 on November 13, 2014, 07:46:24 AM
You can't and you're not supposed to be able to profit from non-shortage trade. Standard repeatable trade runs are boring. But if they're in the game people will do them even if they're boring. The only solution is to make them non-profitable and force people to do the stuff that isn't boring.

I understand the thrust of the idea, but who are you to say the trade runs are boring? Admittedly Alex has basically said the same thing, and it's his game, but overall I question why people assume that if they're bored with trade runs everyone will be.
Title: Re: How can you possibly profit from normal trade?
Post by: Nori on November 13, 2014, 08:13:00 AM
Yeah it is pretty frustrating and really doesn't make a lot of sense.
I mean you are just trading so called "boring" trade runs for easily exploitable shortages which net you obscene amounts of cash. Rather odd I think.
Title: Re: How can you possibly profit from normal trade?
Post by: CopperCoyote on November 13, 2014, 08:33:33 AM
What amuses me is despite the intent to not have regular trade runs i found myself going from Eos to Askonia over and over again anyway. Just in preparation for the inevitable food shortage. I personally don't mind doing repetitive tasks for a while. I liked the mining in EVE Online too. If i get bored trading or mining I just go ratting, and have a nice time blowing up ships.

An interesting side effect of having to wait for shortages is it encourages the player to be somewhat cruel. "Sindaria needs food badly? I don't care yet. I need at least 1K more people to be starving so at least half of you are in trouble. Come back once you'll pay me double what you are now."

A side note about waiting for conditions to worsen: either you'll get a notice the conditions are worsening or you'l get a notification for a relief fleet. If you get the notification for relief fleet sell your food unless you're willing to wait for a second food shortage later, and hope they don't get a relief fleet.
Title: Re: How can you possibly profit from normal trade?
Post by: Nori on November 13, 2014, 09:36:52 AM
Yeah I feel like the shortages are more grindy and artificial than actual trade would be.
I make a habit of filling up my cargo holds with food just in case, but otherwise the quickest buck is just buying food cheap and waiting around for a shortage. Or you could try to make one. I bought all the food on a market and a week later they had a shortage..  Went back and sold the exact same food for nearly 10x the price... Um ok...
Title: Re: How can you possibly profit from normal trade?
Post by: Megas on November 13, 2014, 09:48:18 AM
Quote
A side note about waiting for conditions to worsen: either you'll get a notice the conditions are worsening or you'l get a notification for a relief fleet. If you get the notification for relief fleet sell your food unless you're willing to wait for a second food shortage later, and hope they don't get a relief fleet.
If you are lucky, an enemy fleet (pirates or Tri-Tachyon) can intercept the Luddite relief fleet.  In my last sale, a pirate fleet took out the relief fleet just when I was about to leave Askonia.  I backtracked immediately and hauled food from Volturn (my other food stash) to Sindria and sold enough food for level up once from 58 to 59.

Also, I noticed Tri-Tachyon base gets trade disruptions for supplies, fuel, and other commodities.  Since I regularly visit them to get their rare ships and weapons, I try to stockpile commodities there so that when they get disrupted, I can profit there too.

Jangala sometimes wants junk (and rare) metal (and other commodities).  I try to haul it there and store it until trade disruption, often toggling Augmented Engines on and off to make more room for more metal.
Title: Re: How can you possibly profit from normal trade?
Post by: Alex on November 13, 2014, 11:13:43 AM
To respond in general: I'm aware of the current shortcomings :) I think it'll work better once more events and variety are in the mix, and perhaps some other mechanics to guide things along (say, a monthly fee based on quantity for storage?)
Title: Re: How can you possibly profit from normal trade?
Post by: Cromodus on November 13, 2014, 11:15:42 AM
To respond in general: I'm aware of the current shortcomings :) I think it'll work better once more events and variety are in the mix, and perhaps some other mechanics to guide things along (say, a monthly fee based on quantity for storage?)

And tariff adjustments based on the prosperity of the colony? Or just randomized tariffs all around between 10% and 30%?
Title: Re: How can you possibly profit from normal trade?
Post by: Gothars on November 13, 2014, 11:42:16 AM
And tariff adjustments based on the prosperity of the colony? Or just randomized tariffs all around between 10% and 30%?

Tariffs are the wall that guard normal trade from being profitable. Screwing around with it might open up holes in that wall, which players can abuse. Imagine trade being about just finding markets with low tariffs and then establishing regular trade between them. That would reduce the idea behind the whole even based trade to absurdity.

The only way in which lower tariffs would make sense to me is as another kind of time-limited event.
Title: Re: How can you possibly profit from normal trade?
Post by: cardgame on November 13, 2014, 12:15:03 PM
And tariff adjustments based on the prosperity of the colony? Or just randomized tariffs all around between 10% and 30%?

Tariffs are the wall that guard normal trade from being profitable. Screwing around with it might open up holes in that wall, which players can abuse. Imagine trade being about just finding markets with low tariffs and then establishing regular trade between them. That would reduce the idea behind the whole even based trade to absurdity.

The only way in which lower tariffs would make sense to me is as another kind of time-limited event.

A 60% tax is pretty freaking brutal. Prices are already so similar most of the time that it's not really going to change anything to have a lower tariff.
Title: Re: How can you possibly profit from normal trade?
Post by: Gothars on November 13, 2014, 12:26:02 PM
A 60% tax is pretty freaking brutal. Prices are already so similar most of the time that it's not really going to change anything to have a lower tariff.

If it would not change anything, why would you want it?
Title: Re: How can you possibly profit from normal trade?
Post by: Megas on November 13, 2014, 12:50:41 PM
Quote
(say, a monthly fee based on quantity for storage?)
Might start visiting Corvus more often to dump spare ships and weapons at the free abandoned station (which I hope we can fix and renovate into something bigger), and store only commodities (like food) that can be sold at station for mass profit during an event.

I hope we can have our own outposts so I can have bases of my own to operate, and give the other factions a taste of their own medicine.
Title: Re: How can you possibly profit from normal trade?
Post by: Thaago on November 13, 2014, 12:59:00 PM
Tariffs can be tough at times, but I think we should keep them and tweek other things. Reason: black market. At the moment the tariffs give a great incentive to sell to the black market, rather than just buying for rare/restricted goods.
Title: Re: How can you possibly profit from normal trade?
Post by: Megas on November 13, 2014, 01:08:01 PM
Selling huge quantity of stuff to black market is (usually) not worth the even larger reputation hit.  I can sell a stack of fuel of less than 1000 (which pirates often need), and lose about 20 reputation with the non-pirate factions.  Chump change compared to selling thousands of some commodity elsewhere during a shortage, even with the tariff.
Title: Re: How can you possibly profit from normal trade?
Post by: Thaago on November 13, 2014, 01:17:11 PM
Selling huge quantity of stuff to black market is (usually) not worth the even larger reputation hit.  I can sell a stack of fuel of less than 1000 (which pirates often need), and lose about 20 reputation with the non-pirate factions.  Chump change compared to selling thousands of some commodity elsewhere during a shortage, even with the tariff.

I don't recommend selling anything to pirates, ever, even on the black market (which takes less of a hit) :P. However, for trading between reputable factions, you usually only take the hit on the faction you sell to. Usually I'll pick a faction to be on the 'receiving' end of these deals, so its only their rep I have to worry about.

Useful in the early-mid game when cash is scarce, but not important in the end game at all.
Title: Re: How can you possibly profit from normal trade?
Post by: ahrenjb on November 13, 2014, 02:43:35 PM
Maybe form a connection between tarriffs and stability, or have patrol fleets waiting at the jump points ready to scan you as soon as you enter a system, but less likely to scan you while traveling in-system. I mean, the purpose of a tarriff is to keep economy local, after all.
Title: Re: How can you possibly profit from normal trade?
Post by: Megas on November 13, 2014, 03:52:33 PM
I do not sell to pirates for cash, I sell for experience.  I am very greedy when it comes to XP.  I can take a -20 or so hit to reputation even now and then.  I am constantly gaining reputation from hunting bounties.  Might as well not let those reputation rewards go to waste (because I am already at 100/100).
Title: Re: How can you possibly profit from normal trade?
Post by: Hotshot3434 on November 13, 2014, 04:07:03 PM
On the topic of trade, smuggling seems to be nearly impossible in the long run. My first play through of the update I was running drugs and other illegal goods under the nose of the Sindrian Diktat until my rep was low enough for the black market to not trade with me. Afterward I tried to find another faction that would tolerate my trading with no luck. I don't understand why the black market would shut out one of their biggest suppliers because their government doesn't like me.
Title: Re: How can you possibly profit from normal trade?
Post by: Aeson on November 13, 2014, 04:19:39 PM
A 60% tax is pretty freaking brutal. Prices are already so similar most of the time that it's not really going to change anything to have a lower tariff.
Yes, a 60% tax is fairly brutal. Good thing we don't actually have a 60% tax most of the time in the game, then, isn't it?

A 30% tax adding to the purchase cost Y and a 30% tax reducing the sale price X*Y results in a tax which is always equal to 30% of the value of the goods traded, or equal to up to 30% of the total number of credits which change hands. Relative to the value of the goods, the fraction taken as tax is (0.3 + 0.3*X)*Y/((1 + X)*Y) = (0.3 + 0.3*X)/(1 + X) = 0.3; the fraction relative to the total number of credits which change hands is (0.3 + 0.3*X)*Y/((1.3 + X)*Y) = 0.3*(1 + X)/(1.3 + X), which approaches 0.3 from below as X goes to infinity. If we instead compare just to the sale value, then the fraction taken as taxes is 0.3*(1 + X)*Y/(X*Y) = 0.3*(1 + X)/X, which goes to 30% from above as X goes to infinity, and only reaches 60% when you sell for the same price as you buy; if selling at twice the purchase price, the fraction taken in tariffs is 45% of the total value of the sale.

If you would like to determine how much of the nominal net profit the taxes cost you (i.e. the difference between the listed purchase and sale prices), then you would like to use the fraction (0.3 + 0.3*X)*Y/(X*Y - Y) = 0.3*(1 + X)/(X - 1), which goes to 0.3 from above as X goes to infinity, and which goes to infinity as X approaches 1. For values of X greater than 3, this fraction is less than 0.6, while for values of X less than about 1.857, this fraction is greater than 1 (i.e. it is not possible to turn a profit if the sale price is less than 1.857 times the purchase value). For X = 8 (approximately what you'd see trading food from Eos to a world with a shortage), this fraction is about 0.386 (i.e. tariffs eat about 39% of your potential profit), while for X = 2 this fraction is about 90% of the nominal profit. This is a somewhat odd way to compute the tax rate, however, as the tax is on the value of the transaction and not on your nominal profit.

If you would instead like to compare the fraction taken as taxes to the net profit after tax but before shipping costs, then the fraction becomes 0.3*(1 + X)*Y/((0.7*X - 0.3)*Y) = 0.3*(1 + X)/(0.7*X - 0.3), which goes to 3/7 from above as X goes to infinity and goes to infinity as X approaches 3/7 from above. This fraction reaches 0.6 when X = 4, though it must be remembered that this is relative to the profit after tax; the fraction gets lower as X goes to infinity and higher as X goes to zero. This method of evaluating the tax rate is merely a curiosity and is not a useful measure.

Because the tax is on the value of the goods and not on the profit, the latter two methods of evaluating the tax rate are at best questionable and are highly dependent on the value of X. The first two methods are more appropriate for evaluating the tax rate and result in either a flat 30% tax rate (relative to the value of the goods) or a tax rate relative to the total transaction bounded between ~23% (X = 0) and 30% (X goes to infinity). The fourth method can be useful for evaluating how much of your potential profit is lost to the tariffs and for determining whether or not it's worth making a trade run for a given commodity, but is otherwise not useful for evaluating the tax rate. The fifth and final method is merely a curiosity and worthless as a practical means to evaluate the tax rate.

One additional measure would be the tariff relative to the purchase cost of the goods, which would be equal to (0.3 + 0.3*X)*100%, where X is the ratio between the sale and purchase price (i.e. if you purchase goods for Y credits per unit, you sell goods at X*Y credits per unit). This measure, as with the fifth measure given previously, is more a curiosity than a useful measure of the tariff. It is nevertheless a useful tool for creating hyperbolic statements about the magnitude of the tariff. For example, if you're selling for 8 times the purchase costs of the goods, the tariff by this measure is 270%. Just don't mention that it's 270% of the cost of purchasing the goods and only about 34% of the value you sold the goods for.

A 60% tax is pretty freaking brutal. Prices are already so similar most of the time that it's not really going to change anything to have a lower tariff.
If it would not change anything, why would you want it?
If you drop the lower tariff, trading becomes profitable (before accounting for shipping costs) at about 1.429 times the purchase cost of the goods, as opposed to becoming profitable at roughly 1.857 times the purchase cost, which means it would be considerably easier to make regular trade runs while not running at a loss, though this seems to run counter to Alex's intentions for the game. I think that the "it's not really going to change anything" is more with regards to the current prices of commodities than to anything else, as buying goods at 20 credits and selling them at 40 currently gives a net profit before shipping expenses of 2 credits per unit; with the removal of the export tariff, that would jump to 8 credits per unit, which is considerably better but still small change by comparison to trading food at shortage prices (buying food at 50 credits per unit and selling at 200 credits per unit gives a net profit before shipping expenses of 75 credits per unit on the open market, and those are not exactly the best prices I've ever seen for food; if the export tariff is dropped in this scenario, the net profit before shipping expenses becomes 90 credits per unit).

On the topic of trade, smuggling seems to be nearly impossible in the long run. My first play through of the update I was running drugs and other illegal goods under the nose of the Sindrian Diktat until my rep was low enough for the black market to not trade with me. Afterward I tried to find another faction that would tolerate my trading with no luck. I don't understand why the black market would shut out one of their biggest suppliers because their government doesn't like me.
The Black Market might not shut you out, but the docking authority would, assuming that the docking authority is relatively clean.
Title: Re: How can you possibly profit from normal trade?
Post by: SafariJohn on November 13, 2014, 06:32:01 PM
On the topic of trade, smuggling seems to be nearly impossible in the long run. My first play through of the update I was running drugs and other illegal goods under the nose of the Sindrian Diktat until my rep was low enough for the black market to not trade with me. Afterward I tried to find another faction that would tolerate my trading with no luck. I don't understand why the black market would shut out one of their biggest suppliers because their government doesn't like me.
The Black Market might not shut you out, but the docking authority would, assuming that the docking authority is relatively clean.

Not to mention if you attract to much attention by not covering up your illegal trade no sane criminal would want to be associated with you. Buying and selling legal and illegal goods in similar quantities at a time should reduce the danger of getting closed out.
Title: Re: How can you possibly profit from normal trade?
Post by: Joush on November 13, 2014, 07:34:15 PM
Eh, I get the idea behind the tarrifs and system as it stands, I'd just prefer that profitable, repeatable trade runs exsist but be dangerous. So either you need to go with a small fast ship that won't carry much cargo but can evade the pirate hunting packs praying on the trade route, or a fleet that can defeat the pirate attacks, with more profitable routs attracting more pirates.
Title: Re: How can you possibly profit from normal trade?
Post by: nomadic_leader on November 14, 2014, 12:09:45 AM
Some people in the thread are saying it's a design decision so that "trade grind" isn't profitable. If so, I disagree with it.

What about the combat grind? That's boring for some people also. Starsector is a sandbox game, there should be multiple ways to play and the game shouldn't be channeling people into one or the other.

Like the decision to make ship-boarding and selective prize-taking as a means of advancement impossible. Another style of play made illegal; rather than properly balanced.

You should be able to make a profit trading as well. And combat. And smuggling. And prize-taking. The profit should be proportionate to the risk, difficulty, and expense of the each method, that's all.

-Once you get the hang of things, there's almost no risk to combat; yet you get the most reward from it.

-You get almost no reward from trading, but run a risk of having a bunch of defenseless ships plus all the supplies and fuel costs. Plus usually a few factions disliking you a lot anyway, and then you can't even land on their planets to trade. Aren't there any factions that believe in free market?

-Smuggling is the same except the reputation hits are even worse. It's smuggling-- you're supposed to not get caught, or it wouldn't be smuggling. Over the long term it's impossible to do without tonnes of factions hating you.

Maybe the developers understand this, and it's just a matter of tweaking the balance correctly. Right now smuggling and trading challenge:reward ratios are certainly out of whack.
Title: Re: How can you possibly profit from normal trade?
Post by: Burlap on November 15, 2014, 02:02:29 PM
Hi all, just wanted to chime in on smuggling.

I do a lot of smuggling, but currently the game only gives little hints as to how to go about it. I actually learned most of the following on these forums and from the dev blogs.

Smuggling intending to tank your reputation isn't a good idea, you'll lose access to markets with patrols nearby (you might selectively tank a rep if you only trade at their more remote worlds). To avoid taking rep hits, you need to plan your trades around buying or offloading a decent volume of regular goods. I usually smuggle much like I would normally trade, since black market demand is the same, and honestly there doesn't seem to be much volume in illegal goods, and the price delta on drugs or organs isn't very wide (suggestion: change that!).

The method for all you aspiring smugglers is fairly simple; *any* time you purchase from the black market and do not wish to lose reputation, buy a similar volume (or value? It's unclear) of goods from the regular market before you leave. The authorities can still investigate you occasionally, but often won't even notice, and the same goes for selling. This is a neat little feature of the game that goes unsung. If you're a smuggler, come up with some excuse for visiting that planet with your conspicuously giant cargo holds.

As for how much profit you stand to make? It makes the title of this thread possible, buying low and selling high essentially works (but is slowish), if you keep an eye out for trade disruptions though... You can potentially end up rolling in it, 30% of your 800% markup is a lot of money, as it happens. Sure you can only save that 30% on half of your cargo, but you can do it for minimal and occasional reputation loss. I suspect you can avoid reputation loss entirely by dropping your black market value a little below 25%, but I don't really care about being slightly disliked.

I'm sort of questioning if this is actually smuggling though. It *does* destabilize the worlds you deliver to a bit, and so I like to roam the whole map to give worlds a rest, but it's not really *smuggling* if I never have to use stealth, and my path to a higher profit is to have bigger cargo holds (and bigger ships) rather than finding sweet deals on highly illegal goods, and sneaking them past the fuzz. The "legitimate business" method of evading most of the reputation hit is great though, and I think it should stay (but be explained to players in-game somehow).

Please excuse my giant firstpost rant :P
Title: Re: How can you possibly profit from normal trade?
Post by: Aeson on November 15, 2014, 03:54:26 PM
I'm sort of questioning if this is actually smuggling though. It *does* destabilize the worlds you deliver to a bit, and so I like to roam the whole map to give worlds a rest, but it's not really *smuggling* if I never have to use stealth, and my path to a higher profit is to have bigger cargo holds (and bigger ships) rather than finding sweet deals on highly illegal goods, and sneaking them past the fuzz. The "legitimate business" method of evading most of the reputation hit is great though, and I think it should stay (but be explained to players in-game somehow).
"Using stealth" is not a requirement of smuggling. Transporting goods in a manner which violates the local customs laws is, and since you do not pay the tariffs on the goods you trade on the black market, there's a very good chance that those goods are transported into or out of the country illegally. I would also suggest that using any of the freighters with the Shielded Cargo Holds hullmod is an attempt at smuggling, as it is an attempt to conceal the type and value of the cargo from customs inspections by local patrol vessels. The goods in question do not even need to be illegal in nature, merely imported or exported improperly.

I would further suggest that operating a legitimate trading business as a cover for your smuggling operations is a form of stealth, as it is an attempt to conceal your illegal activities. If I'm making two million credits annually illegally and I have no or very little legal income, it's quite noticeable that I'm living well beyond my declared means, which is likely to lead to investigation for tax evasion and will likely draw attention at the customs stations since I'm piloting a ship along known trade lanes at times when it's clearly very profitable to be a trader. It's also quite suspicious if I pull up to Volturn during a food shortage with a fleet of Atlases and declare no cargo whatsoever despite having Eos as my point of departure, purchase no commodities during my stay, and somehow leave with hundreds of thousands of credits added to my bank account or with a few brand new ships after thousands of cargo units of food appear on the black market. Covering that with legal trade makes the smuggling activity less apparent. The apparent difference between an income of two million credits a year and four million credits per year is much less than the apparent difference between an annual income of two million credits and no income at all, and it's less obviously my smuggling activity which is at fault when food appears on the black market after my fleet of Atlases just out of Eos arrived at Volturn if I've just sold a lot of food on the open market - after all, it could be the local merchants taking some of that food I just sold them and selling it on the black market to evade whatever the local taxes happen to be, perhaps avoiding a sales tax or reducing the known value of their inventory, or perhaps as a way to reduce the income they need to report to the local government's tax agency.
Title: Re: How can you possibly profit from normal trade?
Post by: RawCode on November 15, 2014, 09:11:40 PM
Trade grind is not profitable.
Event grind is boring and frustrating.
Combat grind feature absurd droprates of supply and money, as long as you not dealing with entire enemy fleet with single lowtech destroyer and take no damage in process, loot wont cover CR recovery cost.

There are tolls and tarifs at same time, just imagine that someone ask you payment in order to enter some a shop, still charge money for goods in shop and then ask payment for leaving shop with goods you just purchased.
Taking money 3 times for same item as result...logical - no, fun - no, allow different actions - single time per run, then you will be banned for smuggling....

Title: Re: How can you possibly profit from normal trade?
Post by: Histidine on November 15, 2014, 09:37:51 PM
There are tolls and tarifs at same time, just imagine that someone ask you payment in order to enter some a shop, still charge money for goods in shop and then ask payment for leaving shop with goods you just purchased.
Welcome to Crapsack World, Starsector edition.

Quote from: Wikipedia
Kickback (http://en.wikipedia.org/wiki/Kickback_(bribery))
...
In some cases, the kickback takes the form of a "cut of the action," and can be so well known as to be common knowledge—and even become part of a nation's culture. For example, in Indonesia, President Suharto was publicly known as "Mr. Twenty-Five Percent" because he required that all major contracts throughout the nation provide him with 25 percent of the income before he would approve the contract.

(also, getting tolled twice in a row is hardly that common)
Title: Re: How can you possibly profit from normal trade?
Post by: Aeson on November 15, 2014, 11:28:29 PM
There are tolls and tarifs at same time, just imagine that someone ask you payment in order to enter some a shop, still charge money for goods in shop and then ask payment for leaving shop with goods you just purchased.
Taking money 3 times for same item as result...logical - no, fun - no, allow different actions - single time per run, then you will be banned for smuggling....
Fun, perhaps not. Illogical, though? Not significantly more so than the real-world model it's based upon. The purchase of goods for export can be taxed at the point of origin and assessed import duties at the destination. Depending upon the way in which the goods are shipped, there may be tolls of one form or another applied, and there may be docking and loading or unloading fees assessed at the ports. Those goods can then potentially be taxed at least once more in the country of destination if they are sold by a retailer or in some other transaction. Property taxes are repeatedly assessed on the same item every year (common examples include houses and cars). Sales tax can be applied at the point of purchase and the purchaser may then be assessed a use tax in his or her state of residence if they bring the item(s) purchased back to their home state. Many localities are becoming interested in the way in which purchases made over the internet should be handled, and at least in the US there is proposed federal legislation making it legal for localities to apply the local tax code to purchases made by the residents of that locality over the internet. Some types of goods, such as tobacco and alcohol, may be subject to several different at the point of sale or at different stages in their production and distribution.

Your example of the shop which charges admittance and exit fees and requires payment for goods is also not entirely analogous to the game situation, which is a tax on the transaction. I can "enter the shop" and leave it without paying anything beyond what it cost me to get to the location (opening the trade menu, deciding I don't want anything, and closing it costs me nothing but real-world time and whatever fuel and supplies it cost me to visit the station). It's only when I buy or sell an item that payments have to be made, which makes the situation more analogous to some form of sales tax or customs duty (or a combination of taxes and duties). Furthermore, there are situations in the real world which are similar to your example of the shop which charges customers entry and exit fees and requires payment for goods purchased. Many toll bridges and roads charge people traveling in both directions, as do most public transit systems. If I need to travel on such a road or on such a public transit system in order to get to the grocery store or the shopping mall or the amusement park or wherever I am going, then I am effectively being charged for the services rendered or goods provided as well as for entering and exiting the shop. It's not the store owner who collected those fees, but I still had to pay. You can add at least one more real-world fee in that in many localities free parking is of limited availability, and so I might drive my car to a parking garage, pick up the ticket indicating my time of arrival or pay the fee, take the subway into the city, do whatever I need to do there, take the subway back to where I left my car, and make any payment necessary for recovering my car from the parking garage.

Another real-world example would be of an amusement park where the parking is not free, admittance is not necessarily free (i.e. it may charge admissions, or it may allow the customer to choose between purchasing various grades of admissions slips or paying for each ride individually), and concessions and perhaps some (though not most) of the rides are not free - you pay to enter the amusement park, you might buy lunch at the park or decide that that roller coaster you thought you wouldn't go on when you bought the basic admissions slip actually looks really fun and pay to get on that, and when you leave you have to pay the parking garage for leaving your car in their care for however long you were in the park.
Title: Re: How can you possibly profit from normal trade?
Post by: Doogie on November 15, 2014, 11:41:01 PM
Perhaps there should be more shortages of varying level of severity, with lower level ones being more common (and less profitable). This way, its more like fulfilling a non-essential demand than to grind prices through "normal" trade, because what should be considered "normal" should be based around events of varying frequency, rather than grinding through set prices.
Title: Re: How can you possibly profit from normal trade?
Post by: Megas on November 16, 2014, 06:09:53 AM
Another profitable trade opportunity I noticed:  Pirates (at Barad and Umbra) sell ore and volatiles very cheap (thanks to constant disruptions), and buying them from their Black Market (and open market) is not a problem since player is very likely hostile to pirates to begin with.  Player can buy as many commodities as he wants, and lose minimal (if any) reputation from other factions.  Then he can haul the commodities to Argeus (in Arcadia) or some other place that can get disruptions for ore and volatiles.
Title: Re: How can you possibly profit from normal trade?
Post by: friday on November 18, 2014, 12:37:22 AM
Some of you talking about trade beeing boring, while i think, i should made a viable option.

There is still the 4th skill row unused, i think it will be industrial related stuff once it hits the game. Why not make trade skills? Some that influence price/demand/supply intel gathering, buying, selling, interacting with the blackmarkt? How usefull would it be if you could order stuff on the black markt for tremendous amounts of cash e.g. that one ship or the rack of weapons your looking for long while  now.

And to spice it up, there need to be pirates that actually go after you! At the moment most of the time you can fly where ever you want, and it's the dreaded inspections that bores me. I mean, i just undocked from your super duper space station.. doesn't that thing have scanners to check if i am clean? It is different when i arrive in a new system, but 10 seconds after leaving? Even with good standings? Come on!

Title: Re: How can you possibly profit from normal trade?
Post by: TaLaR on November 18, 2014, 01:59:46 AM
There is still the 4th skill row unused, i think it will be industrial related stuff once it hits the game. Why not make trade skills?

What i really wouldn't like to see would be skills effectively amounting to getting more money. I mean that's as boring as theoretically possible. Also useless in endgame situation, where money are non-factor anyway.

I think game needs more complex/evolved campaign layer gameplay before trade skills that are both useful and interesting in comparison to Combat/Leadership/Tech ones become possible.
Title: Re: How can you possibly profit from normal trade?
Post by: Intaka on November 19, 2014, 08:11:09 AM
Let me start by saying that Starsector is an incredibly fun 2d space combat simulator. The gameplay for combat is fairly balanced, the ships have variety, building your own loadouts is a fun and engaging metagame.

The newest trade goods changes to the game leave me a bit cold though. The "market" prices across all worlds are not presented in a clear format, the market changes faster than you can possibly hope to travel between locations based on your timestamped departure information, and if it is not meant to be profitable... I can't help but wonder what is the point entirely?

If the goal is to have bloated low value, high cargo space dropped goods (aka metal, etc), then why not just adjust weapon cargo sizes and ditch "tradegoods" completely? If there was some quest system in place where planet X needed 3 units of harvested organs then I can see the flavor value of tradegoods perhaps, but in the current incarnation they provide too much obfuscation and not enough gameplay.

Again... if there are plans to use tradegoods to build your own base network, or as required materials to construct ships at your factory on some planet, etc. then perhaps they have a future yet. In my experiences playing v65a1...   the game seems to be geared towards collecting pirate bounty at the start, and "pick a faction to attack while allying with their enemy" play in midgame. None of which has a thing to do with trading.

I guess I just don't know what Alex's vision is for the completed game. As far as I know, you can't knock a faction out of the game currently and so the campaign is somewhat of a duck shooting gallery for the combat simulator. Which I find to be fairly engaging, once you mod the variety of fleet compositions to be more diverse, and use more variants.
Title: Re: How can you possibly profit from normal trade?
Post by: Tomn on November 24, 2014, 10:22:59 AM
Trade is reasonably interesting once you work out that you're an ambulance chaser instead of a bulk hauler, but the trouble with trade at present is that food is the only serious shortage to take advantage of.  There's a whole supermarket shelf worth of goods that go completely ignored because they rarely, if ever, suffer shortages.  This will hopefully be fixed as the economy is further fleshed out and more events are added in so that you're dynamically responding to the needs of a shifting and unstable galactic economy as opposed to becoming Bread King of Eos each time, every time.

On a side note, the game really needs to make it clear during play that ambulance chasing is the preferred form of trade - I've seen a good number of complaints here and elsewhere about how "trading doesn't work", and it took me a while of bumbling around making a loss and experimenting with trade routes myself before the idea of pouring everything I had into hunting down shortages finally clicked.  An outright tutorial window explaining things, or possibly just an early event with a passing trader moaning about how hard it is for small trader to make a buck these days?

Title: Re: How can you possibly profit from normal trade?
Post by: Megas on November 24, 2014, 11:30:18 AM
Recently, while stockpiling more ships at the abandoned station next to Asharu in Corvus, Asharu had a trade disruption for supplies.  I sold the 50,000 supplies I stockpiled at the abandoned station to the Asharu market, and I had time to haul about 60,000 more supplies before trade disruption expired.  Supplies initially sold for ~160 or ~170, then quickly decayed to 100 (which is more than 25 to 30 plus tariff credits I paid at Jangala).  Made a nice profit in credits and XP.  Even better was after the trade disruption expired, Ashura sold supplies for 1 credit.  I bought all of the supplies back.  I wait for the next time Ashura gets another trade disruption for supplies.  I want to see the XP I will get after an encore.

Tri-Tachyon stations in Magec (Tibicena and Tse #3) are also more places that get trade disruptions for supplies.  While traveling from Corvus to Eos, I often buy a load of supplies from Jangala and stop by Magec along the way to deposit supplies (often in Tibicena).

Occasionally, I will buy ore from pirate bases (Barad and Umbra) at 1 credit each and stockpile them at Argeus (in Arcadia) until it gets trade disruption and offers about ~120 credits for each ore.
Title: Re: How can you possibly profit from normal trade?
Post by: nomadic_leader on November 24, 2014, 12:24:35 PM
On a side note, the game really needs to make it clear during play that ambulance chasing is the preferred form of trade - I've seen a good number of complaints here and elsewhere about how "trading doesn't work", and it took me a while of bumbling around making a loss and experimenting with trade routes myself before the idea of pouring everything I had into hunting down shortages finally clicked.  An outright tutorial window explaining things, or possibly just an early event with a passing trader moaning about how hard it is for small trader to make a buck these days?

Yes, I'm beginning to pick up on this myself.  You're a tramp freighter, you buy  low when you see it and then hope to sell it somewhere else for more. It's a form of economic dating to at least the Late Bronze Age.

As opposed to massive liners operating on a repeated, fixed schedule and itinerary, or those closely controlled/chartered by states on a large scale.

I'm glad that SS has implemented this form of trading, but as you say, it'll be nice when some of the other goods fluctuate a bit more.

I'd also like to see more chartered or 'quest style' cargo runs, where a faction, shipping company, or other party pays you a set fee to deliver a certain cargo to a certain place, perhaps by a certain date, just as an alternative to tramping. Since the risk is less than with tramping, the payoff would also be less than the big shortage scores, unless it were a rush delivery.

 Of course, you'd have the opportunity to sell the cargo off somewhere else if you think you could get a better price, though you'd then incur the charterer's wrath.
Title: Re: How can you possibly profit from normal trade?
Post by: Megas on November 26, 2014, 02:01:53 PM
Update on Asharu:  It got hit by another trade disruption for supplies, and I sold the stockpile of 100,000 supplies I previously bought from them at 1 credit.  While I made a generous profit in credits, I did not get as much experience as before, only about 400,000 experience, less than what I got the first time around.  I wonder if the game remembers when the commodities are spawned and grants XP based on when they were first bought (but not re-bought).  Also sold about 100,000+ more supplies stockpiled at Jangala.  When it was over, I had about 200,000 supplies to buy back at 1 credit each.  While I do not expect huge experience rewards next time, it is a guaranteed cash cow that keeps getting bigger after each trade disruption.

Also, Tibicena was hit by supplies shortage, and I sold much, somewhere between 40,000 to 100,000.  Unlike Asharu, bottom price was 90 credits instead of 100, and when the disruption was over, Tibicena had much less supply overstock than in Asharu.  I bought back the overstock, but it was less than expected.
Title: Re: How can you possibly profit from normal trade?
Post by: Jonofwrath on December 11, 2015, 07:43:04 AM
I would definitely prefer a legit (rather than gamed) economy which is designed to put people off trade when trade (both legal and illegal) should be available to players - legal trade should be lower profit and risk but still a decent way to make ISK (did I say ISK I meant generic money).

Some players will prefer the steadier (less risky) profits - some will prefer to have to dodge every blip on their radar - I appreciate Alex may prefer one or the other but he's making this game for others to enjoy.
Title: Re: How can you possibly profit from normal trade?
Post by: Auraknight on December 11, 2015, 02:00:32 PM
I would definitely prefer a legit (rather than gamed) economy which is designed to put people off trade when trade (both legal and illegal) should be available to players - legal trade should be lower profit and risk but still a decent way to make ISK (did I say ISK I meant generic money).

Some players will prefer the steadier (less risky) profits - some will prefer to have to dodge every blip on their radar - I appreciate Alex may prefer one or the other but he's making this game for others to enjoy.
Holy Necromancy batman!
Title: Re: How can you possibly profit from normal trade?
Post by: Thaago on December 11, 2015, 02:28:31 PM
I would definitely prefer a legit (rather than gamed) economy which is designed to put people off trade when trade (both legal and illegal) should be available to players - legal trade should be lower profit and risk but still a decent way to make ISK (did I say ISK I meant generic money).

Some players will prefer the steadier (less risky) profits - some will prefer to have to dodge every blip on their radar - I appreciate Alex may prefer one or the other but he's making this game for others to enjoy.
Holy Necromancy batman!

...

...

I can't believe I just spent half an hour writing out a reasoned post defending the current way trade works on a year old necropost. Thats what I get for not checking the timestamp. :P

Spoiler
My opinion: Easy, steady, low risk trade routes should not be in the game. They are boring, but people will do them because they are easy, rather than learning how to do more difficult things like fight or hunt down trade opportunities. Rather than playing an exciting game, they will be playing a boring game. (Closing paths to boring gameplay is good game design.)

At present there are almost always profitable trades to be found, sometimes for extreme profits, but its not a passive thing that can be ground endlessly, it requires active searching. Thats not even counting missions, which, if you see a good one, cuts out the looking and replaces it with sprinting. It leads to exciting situations: docking at a market and realizing that machinery here is going for 16 credits while I remember that in Janagala they are going for 240. But how long will that last? You bet if I'm trading I'm going to fill up my hold and take the risk, then fight/race my way across the sector.
[close]
Title: Re: How can you possibly profit from normal trade?
Post by: Alex on December 11, 2015, 02:31:14 PM
@Thaago: ouch :)

Locking this, to avoid such future mishaps.