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General Discussion / Re: Economy of Nonsense
« on: November 26, 2018, 09:30:50 PM »Giving me basic market control on how I price my goods would also be interesting, for example saying "sell fuel at 10% under market" would result in more purchases - on the other hand if I notice that I dominate the market already I could push my prices up - you're going to buy it anyway if there is just not enough fuel.
That sounds like something where there's always a "correct" answer that maximizes income; if that's how it ends up, why make the player micromanage it?
I was thinking more in terms of killing the competition via massive undercutting.
This is a common business practice in the real world where you sell at a break even or even at a loss in order to cause your competitors to die off. A faction gives me a hard time? Screw them. I'm going to sell my food at 30% less than they are causing them to lose money.
Sure I will lose money or earn less - but that's fine with me as I can still make a sufficient income by other means. They may not be able to sustain the race to the bottom as long as I can.
Oversupply and shortfalls are possible. You just have to create them!
Starsector isn’t an economy simulator.. it’s a spaceship shooting semi-arcade game. The structure around the that is there to propel you organically into the combat and exploration content. Not to produce a number of spreadsheets as you attempt to optimize trade.
The only problem that the game probably has is that “good” planets can spawn too close to the core, which produces both high accessibility and possible production in multiple products
I get that - and yet we have quite a few RTS elements now - which I very much welcome.
I have never seen one of my colonies start to lose money. Once they turn positive, they just keep making more and more and more money. Once you have a single colony earning 200k a month while you do nothing, you just set up more, and more and more. At a certain point you're pulling 2m+ down a month for zero effort with zero risk. The only 'work' you end up having to do is squashing trivial pirate and path bases.
At that point you 'win' - but really you won the moment you founded a profitable colony as everything past that point is the start of the victory lap.
Yeah - it IS a game about spaceship shooting spaceships - but much of the magic in Starsector was the constant scarcity of 'resources' and this created a certain gravity when it came to combat.
I'm on my 5th or so play through and at this point I can reliably find an appealing world, take a 300k loan, colonize, mindlessly spam buildings and become wildly profitable. Then the only limiting factor to my rise to absurd levels of power is blueprint availability. Once you stop caring that you lost a ship because you can queue five up for construction - some of the magic is gone.
So my issue with the colony aspect is that it greatly trivializes the mid and late game - and you can't really just outright skip it entirely as for some reason in .9 the markets are extremely scarce so ignoring colonies entirely and trying to fit out a quality fleet is not really feasible via just buying ships.
What it comes down to - I want the economy to be harder to succeed in and there to be more economic rather than combat means to drive the player and the AI out of business in order to maintain the investment into your fleet and make the game remain rewarding in the long run.