Ouh, its so good u wrote that, because now i can be an SOB back at you, and nobody will hold that against me.
I still can't figure out what you're even trying to say. You want open legal standard trade to be profitable? That's bad game design, pure and simple.
Ofc you dont. Even he himself doesnt know what he is talking about...
I want one of two tings:
1. either for the open market to be removed in favor of the exclusive use of the military and black markets or
2. for the open market to allow profitable trade - and I have left several suggestions to that effect in my OP.
No, you didnt. Your suggestions are all garbage. This is not how u suggest changes to the
working systems. You have to realize, that what ure asking for, is not a point blank change to an item of code, like nerf a gun, or make a ship faster, or make AI consider turning on the shields when an opponent is in [range + blink range] if the opponent can blink. Those changes would be such, that you wouldnt need opposable thumbs to implement them. That means, that the
idea is more important than the implementation. You on the other hand, are trying to make a change to
the system itself. This is not the same thing. You cant just write... (quoted from the top post):
1. Situation a: a planets supply of a good equals it's demand - universal tariff for both buying and selling on the open market of 5%
2. Situation b: a planet has higher supply of a certain good then demand: - if the player buys on that market there is no tariff
- if the player sells on that market there is a 10% tariff for every 100/200 units that planet has a surplus of
3. Situation c: a planet has a higher demand for a good then it produces locally: - if the player buys on that market he gets a 10% tariff on his transactions for every 100/200 units the planet has a deficit of
- if the players sells on that planet there is no tariff
...and think to yourslef "ka-ching! jobes done!"
This, what you are doing, is basically the same as me coming to you and telling u to paint me The Lady Of Shalott, but blond. What do you think? can u do that for me? Youve seen the picture, didnt you?
...Ofc you cant. Because the idea is not important. The implementation is.
Im gonna give you one more example. How to write a proper suggestion.
Here we go. Lets say, i dont like how the prices work. So i think to myself, that in reality, supply and demand are not really the main thing that goes into the price, value of the currency is. So, my idea would be, to make a different currency for every planet, based on import/export value. That would create a system, that is deep enough for an average player, not to see the bottom(witch would help him keep the immersion running), but shallow enough for the coder, not to grow old while programming the system.
What i suggest is:
1.Create a constant value for the main currency (credits), something like primo$ = 1 = const;
2.Create base values of goods in primo$'s, like 1fuel = 25primo$ (this point is already in the game, i write it only to be clear)
3.Create a new variable for every colony, that will represent the planets currency price, something like planetA$ = primo$;
4.Create a loop (month long for example) with planetA$ = planetA$ * V where V = export(planetA)/import(planetA). That wouldnt be too hard to code, since import and export values are already in the game.
5.Multiply all the prices by planetA$ value.
and 6.Play around with V. Cap it abit maybe, smooth it alittle, etc.
All that would, in few easy steps, add abit of life into the existing system(that is at this moment really easy to seethrou, ergo, boring and immersionbreaking)
Okay, i think i made my point.