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« on: April 29, 2015, 01:37:44 PM »
I've been thinking a while on the topic of trade. As it is, it is not a viable strategy of play without exploiting events. This is a problem to me from both gameplay and immersion standpoints.
Let's look at gameplay first. Tolls and tariffs make it so that sales at best earn a few credits per unit, which make trade very unattractive, as regular trade is simply not possible to get a net profit (after fuel and supply overhead). This issue leads to trading based only on shortages and trade disruptions. These trade disruptions can be few and far between, leading to a lot of downtime -- unless you are actively disrupting said trade, in which case your reputation will likely be impacted to the point of not being allowed to trade in the first place. I personally have been using this downtime to do some anti-piracy work and police the sector, which has earned me a large sum of funds, but still is not trade; however, these activities have had major consequences in the trade world: trade disruptions and food shortages have decreased markedly in number. Also, when out policing, by the time I get the message that there is a shortage somewhere it is too little too late, as it takes too long for me to get back to base, swap fleets and cargo, and head out before the event ends. Food events last for ages and have proven my main source of income over bounties, but other goods are not worth trading.
Now, let's look at immersion. If all trade results in net loss of funds, why is there any trade bothered at all? Sure, the political climate in the sector blows, but they still want to survive, and trade helps facilitate their survival. Even if trade was marginally profitable, why would merchants risk a rather high chance of death to eek out such a pittance? The sector is rife with piracy, which is not condusive to the trade environment. The only way trade seems viable is if trade is per government operation, in which case they would likely take measures (likely violent) to actively dissuade all other trade. Non-government workers would be fugitives, were this the case, which then begs the question of why the player is allowed to galavant about unscathed.
I understand Alex has stated a dislike for "Buy low, sell high" trading, but that is just how trade works.
Anyways, those are my two cents.