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« on: November 27, 2015, 08:28:13 AM »
I don't like the current approach:
1) the merchants aren't actual merchants, they don't haul goods around, the trade between stations is by teleporting goods.
2) The goods numbers make no sense
3) The prices don't fluctuate enough with demand and supply, except for events
4) Events are excessively profitable, compared to normal trade.
5) Normal trade, even if Tax was close to 0, is too unprofitable.
6) The economy has no actual effect on the campaign, and exists solely for the player economic benefit, you don't see blockaded stations losing population or some other important resource, neither see well protected stations getting better stuff.
7) All traits are seemly fixed, you will never see "Organized Crime" going away after the station is very safely secured, neither it showing up after a station is repeteadly blockaded and has lots of crime happening.
So some changes I would do:
1) Make goods only change hands if actual ships take them to one place or another (thus you can kill merchant ships to steal their loot and prevent goods delivery and cause an actual shortage, not just an event shortage).
2) Make the prices depend on supply and demand, then balance the prices, and production amount based on this. (I would need to figure how to run the game in a super speed-up mode, to give time to ships to move around)
3) Events should be rarer, they should be true "one in a lifetime opportunity" for a trade, this also mean they should last longer (is very annoying when you see a profitable event only to miss the time to deliver because the event is on the other side of the hyperspace map).
4) Tax should change, stations that lack trade (And want it), or that want to be "free ports" should have low tax, while well supplied stations (specially on capitals) should have higher tax, and "higher tax" I mean higher than a new lower baseline, not higher than the current taxes (that are too high).
5) Well supplied stations should sell better ships and weapons, also slowly increase their population, in a diminishing curve though (ie: because population number is logarithmic, small stations should increase faster than bigger stations, a max population number would be needed though, so that a tiny station don't get billions of people on it).
6) Some traits could change over time, even if very slowly, for example a planet with lots of water, and that is well supplied, could gain the Aquaculture trait after a year.