Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - bobucles

Pages: 1 ... 34 35 [36]
526
General Discussion / Re: New player : Tarrif questions
« on: September 20, 2019, 08:02:38 AM »
Quote
Another problem: food, one of the most important and hardest to get good in the game (considering the lack of ariable planets and poor terraforming technology that doesn't allow proper terraforming) is the CHEAPEST item in the market, when it should be a lot more expensive in general.
The pricing of materials is likely inspired on real world commodity pricing. Raw naked cheap ore sells for around $100/ton, and dump truck quantities of food (like rice,soy) around $150-300/ton. Prices in game ballpark around the same ratios.

Fancier items like snack bars and steak would probably fall under domestic or luxury goods. There's a pretty good price for those.

527
Suggestions / AutoPause when jumping to/from hyperspace
« on: September 20, 2019, 04:26:58 AM »
The title. Moving into hyperspace or a system dumps a load of information on the player. Nearby ships may be hostile and require an immediate response. Please offer an option to autopause the game for these switches.

528
General Discussion / Re: New player : Tarrif questions
« on: September 20, 2019, 04:21:04 AM »
Quote
Sure, but how long did that take and how much effort was it?
With a starting point at level 16 with $110k and 3000 cargo, it took about 1 game year to reach $2mil. I died/got busted/tripped and loaded a lot of times along the way so it's a pretty ideal scenario, still learning the ropes and all that. Take from that what you will.

The difficulty is going up as every trade is attracting a cargo inspection. The trade commissions are becoming very hard as it takes 3-5 different planets to round up enough materials. Trade missions like 4000 domestic goods, 850 heavy machines and 500 transplutonic ore are pushing the limits of the default economy.

There are definitely superior options like the amazing hauls from research stations or chaining contracts. I had a single blueprint haul worth nearly a million credits!

529
General Discussion / Re: Supply consumption is ridiculous and unfun:(
« on: September 20, 2019, 04:01:57 AM »
I don't think that anyone mentioned there are TWO major types of supply consumption
- Regular upkeep, expressed in the ship profile as supplies/mo
- Repairs/retrofits/combat, expressed as the ship's CR.

When you run out of supplies in deep space, ships no longer get their regular upkeep and their combat rating starts to decay. That incurs a supply debt, not only does the ship STILL bill you for its maintenance, but you pay extra supplies for not providing them on schedule.

There are other operational expenses that may not be immediately obvious. Every unit of fuel that your ships burn costs money, 1 fuel/ly will cost about $1500/month at maximum hyperspace speed(of course you don't spend all month in hyperspace). Crew cost $10/month upkeep, so take the total fleet crew and multiply by 10. Monthly supplies are actually one of the cheaper expenses, multiply this value by $100 to get a rough estimate. Each individual expense might be workable, but put together they add up into a much larger price tag that players might not be aware of.

So let's take the Wayfarer combat freighter, which is one of the starting ships. Its upkeep costs are 1 fuel, 5 supply and 50 crew.  Set aside 1 * 1500 + 5*100 + 50*10 => ~$2500 monthly upkeep to use the ship. The recovery cost adds an extra $500 every time it goes into combat as well. If there's a supply shortage or if you suffer tariffs the operational costs are even higher. Getting ripped off on supplies can cost $1000/month, while a fuel shortage + tariff can cost $3500/month in fuel alone! Ouch.

It'd be nice for fuel and supply expenses to be expressed on the income screen. It'd give players a better idea of their own financial situation.

530
General Discussion / Re: New player : Tarrif questions
« on: September 19, 2019, 07:19:59 PM »
Quote
If your transponder is off and not caught by patrols, you can trade on the black market without losing reputation
If your transponder is on and you walk through the front door, you can trade on the black market while GAINING reputation. It may seem a bit like an exploit, but I don't think the colonial governor is going to complain when their 1000 food shortage gets quietly resolved.

Most of the faction penalties seem to come from trading illegal goods. Just trading on the black market isn't a sin on its own, but it will draw in patrol fleets eager to scan your cargo.

Paying the full tax is definitely not a regular thing anyone should do. The pirate market is excellent for small scale merchants, if you're typically trading 20-50k chances are you won't face any consequences. Regular market trade is more useful for fulfilling special trade order, since those can be very difficult and offer great margins, and as a way of "bribing" planets to avoid trouble late game.

531
General Discussion / Re: New player : Tarrif questions
« on: September 19, 2019, 02:10:45 PM »
Quote
Being a normal merchant is not viable way to make money or grow in this game.
I have $2mil that says you're wrong. There is definitely good money to be made on pure, 0 mission trade and a small amount of cash can grow very quickly. It's not the best option in the world but it is absolutely viable.

The economy tracking system isn't pretty. From what I can tell, there's no strategic market tracker so the only way to locate trade demand is to Noah's Ark a single unit of every trade good in your inventory at all times. Not all areas of space have remote price data (I can't find clear indicators of trade beacons), and each beacon may track different planets as well. Whip out the pencil/paper because you'll be running half a dozen separate trade routes at once, buying up cheap goods when they're available and slam dunking 1-2 things when you find big money buyers.

Obviously you should trade everything on the black market, or the 30% tariff will murder you. When buying over the black market limit, get the cheapest items from the public market first to minimize the tariff penalty. Then load up on black market goods to avoid tariffs.

The best trade goods are obviously the illegal things. Marines can easily double your investment (beware the $20/month salary!) and heavy machinery has extremely good margins in small numbers. Ordinary supplies can do all right. Always keep an eye out for "demand" and "surplus" bargains, but be careful that not all factions will pay top dollar. Anything less than 50$ profit per cargo is a waste of fuel, but it's better to trade something than fly with an empty cargo hold. If a big organ buyer also needs supplies and fuel, do it all to make the most of the trip.

There will be far fewer trade missions on the map because you'll be doing them all ahead of time, which is a shame because they always give excellent deals.

532
General Discussion / Re: New player : Tarrif questions
« on: September 19, 2019, 09:47:05 AM »
Don't be afraid of the black market. Your avatar is SUPER discreet on the planet, and the major risk is factor is you end up attracting cargo scans from the local space patrols. If you have no black market risk they won't care and won't ruin your day with a scan. If your trades are small, the risk stays small and they don't care. If your fleet makes a clean getaway it's also fine, fleet patrol memories seem to be short. My experience with getting caught is limited, but I haven't been busted with ordinary goods even though I never paid the tariffs for them. More veteran players might know more.

Flying with your transponder off is a double edged sword. Some factions will run right at you and you'll take the rep hit if you get caught, plus the planet won't trade while a fleet patrol is after you, plus there's a potential battle if you refuse their demands. It can be even more dangerous than running black market trades with the transponder on.

I don't recommend any type of blockade running until you unlock the transverse jump skill. You can drop directly on a planet from hyperspace, run a trade and escape without being forced through an unguarded jump point. Fantastic for piracy.

One of the big disadvantages of the black market is they tend to be smaller than public markets. It can be more difficult to equip a fleet with 200 black market supplies, compared to the 400 supplies on the open market. Big problems for big fleets.

Pages: 1 ... 34 35 [36]