I like that you can make some profit from buying goods at one place and sell somewhere else, but unless you have a good memory or write down the purchase price when you buy goods, it's hard to tell where you should sell to make a profit. Illegals is pretty obvious but the rest aren't always.
So just to throw it out there, here is what I propose. When you have a stack of items which some or all were purchased at another base, the highest cost you paid is shown on the sell screen when you select that item. So underneath where it shows how much you can sell the item for it also says something like "Your ship's logs show you purchased one or more of [item] at [station] for [purchase price]".
What do you think?
Trading system expanded idea
Maybe only for trade goods, since that could get annoying.
Anyway, the only trade routes there are are mining base -> anywhere and ice farm -> anywhere, with a corporate station or hotel being preferable to anything else. Even I can remember that...
Anyway, the only trade routes there are are mining base -> anywhere and ice farm -> anywhere, with a corporate station or hotel being preferable to anything else. Even I can remember that...
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad
that's not all of them:
spoiler:
ice farm > hotel or enclave
fuel station > ice farm (helium rods)
mining station > hotel or enclave
factory > hotel or enclave (really good in st Ks, roms go to the big ring thing)
fuel station > factory (certain goods to certain factories, they will say what they want)
medical station > hotel or enclave (i think)
commonwealth fortress > black market*
*assumes full rank/discount, and certain items only, even then I havn't tried it in any of the RCs
spoiler:
ice farm > hotel or enclave
fuel station > ice farm (helium rods)
mining station > hotel or enclave
factory > hotel or enclave (really good in st Ks, roms go to the big ring thing)
fuel station > factory (certain goods to certain factories, they will say what they want)
medical station > hotel or enclave (i think)
commonwealth fortress > black market*
*assumes full rank/discount, and certain items only, even then I havn't tried it in any of the RCs
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depending on how its coded...Shrike wrote:I'm thinking about finding a hotel as far away from St.Ks as I can, 2 gems of despair.....and some fruit.
That MIGHT be a good money-spinner.
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If you're lucky you'll find one is Jiang's Star. One case of bellfruit will give you a selling price of around 2450 credits.
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Bobby wrote:that's not all of them:
spoiler:
ice farm > hotel or enclave
fuel station > ice farm (helium rods)
mining station > hotel or enclave
factory > hotel or enclave (really good in st Ks, roms go to the big ring thing)
fuel station > factory (certain goods to certain factories, they will say what they want)
medical station > hotel or enclave (i think)
commonwealth fortress > black market*
*assumes full rank/discount, and certain items only, even then I havn't tried it in any of the RCs
you missed two
black market-> night club
high level -> low level (only sometimes)
Some trading games do this. (Thinking old palm pilot games). They keep track of each unit you purchased of a particular item and they tell you the average price per item that you've paid for them all.
Eg.
Buy 5 cases of Item A for 5 credits each.
Buy 2 cases of Item A for 10 credits each.
The game displays in inventory:
7 Item A's (bought for 6.4 credits)
That way you know you have to sell for at least >6.4 credits to make a profit at the current station.
Eg.
Buy 5 cases of Item A for 5 credits each.
Buy 2 cases of Item A for 10 credits each.
The game displays in inventory:
7 Item A's (bought for 6.4 credits)
That way you know you have to sell for at least >6.4 credits to make a profit at the current station.
I think the system now is appropriate for the game mechanics and encourages the player to replay the game and discover new trade routes as they become more familiar with it.
Even when you know all the trade routes not every one is feasible in every game and some are wildly common on others. My current game has an abundance of black market stations and I've run out of places to sell it to. I had one game where ice farms were in nearly every system, one binary system had 4. I couldn't find enough hotels to make the big bucks and settled on enclaves.
Even when you know all the trade routes not every one is feasible in every game and some are wildly common on others. My current game has an abundance of black market stations and I've run out of places to sell it to. I had one game where ice farms were in nearly every system, one binary system had 4. I couldn't find enough hotels to make the big bucks and settled on enclaves.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
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A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
That may be fine for the way you play, but when I'm hurting to make some cash before continuing on, I'm pretty unlikely to buy some goods that I may or may not be able to make a decent profit on (minus the gas cost of flying around looking for a good buyer). I have a terrible memory for such details and while I'm not saying it would be an essential change to the game, for me, it would be a helpful one.Prophet wrote:I think the system now is appropriate for the game mechanics and encourages the player to replay the game and discover new trade routes as they become more familiar with it.