economics 101 comment on the thread

upyr1

Spaceman
Hi,
trying this again with a little less beer and Ganja....
my typing still sucks becuse I can't freaking type.
Any how what would you like to see changed to the current privateer economics model?Here is my list.
1. ore- IMHO the mining baeses should sell ore which you can sell at refineries.
every type of base needs to have some sort of goods they specialize in.
2. prices- right now it seems the only thing a the game tests for, is dose a planet produce a product or not? The game should be testing if the given planet actualy has use for a product? For exsample you should be able to get a much higher profit selling iron at on New Detroit then on a pleasure planet. Also prices should vary with in price brackets.
3. available cargo- when a planet should have enugh of the goods they produce to make a dent in a draymen. I'm curently having problems filling up a galaxy.
4. volume pricing- the sams club efect the price of any good per unit should be slightly cheaper as you buy a larger amount. For esample, a bag of grain may cost 6 credit while 10 bags would be 50 credits.
 
A lot of it sounds similar to what I proposed in Dynamic Economy (only not dynamic), in that bases should have supply and demand. That would take care of 1, 2 and 3 (since making it realistic would imply creating supply and demand scalable to a whole planet like New Detroit, and that, I think we'll agree, will fill a drayman).

Since it would not be dynamic, all that's needed is to figure out the supply and demand of each base in each system, and lay out prices, production rates and such accordingly.
 
Dynamic would be great, and perhaps other news than "Privateer kills XXX badguy", like actual statements on great demand of great surplus, so trading gets more exciting. Monotone routes no more, an ideal trader should travel though the galaxy all the way.
 
upyr1 said:
Hi,
Any how what would you like to see changed to the current privateer economics model?Here is my list.
1. ore- IMHO the mining baeses should sell ore which you can sell at refineries.
every type of base needs to have some sort of goods they specialize in.
2. prices- right now it seems the only thing a the game tests for, is dose a planet produce a product or not? The game should be testing if the given planet actualy has use for a product? For exsample you should be able to get a much higher profit selling iron at on New Detroit then on a pleasure planet. Also prices should vary with in price brackets.
3. available cargo- when a planet should have enugh of the goods they produce to make a dent in a draymen. I'm curently having problems filling up a galaxy.
4. volume pricing- the sams club efect the price of any good per unit should be slightly cheaper as you buy a larger amount. For esample, a bag of grain may cost 6 credit while 10 bags would be 50 credits.

1. Isn't that the way it works now? Iron, plutonium, uranium... I do like the idea of base specialities.

2. The prices *do* vary within brackets... the brackets should be bigger though.

3. Agreed, mostly. I do find that with certain cargo missions I use most of my capacity though (not having flown a Drayman yet).

4. Agreed.
 
hi,
1. Wihat I was thinking, was the refineries should produce iron and tungsten while the mining bases produce ore and gems.
2. the fact the brakets are so small is the reason I don't notice them perhaps the brakets for a given base should be 20% unless some other event triggers a jump or price drop.
 
Lazy Panda said:
Dynamic would be great, and perhaps other news than "Privateer kills XXX badguy", like actual statements on great demand of great surplus, so trading gets more exciting. Monotone routes no more, an ideal trader should travel though the galaxy all the way.

Privateer 2 had something like that, like that one when cargo ship crash landed on planets main water suply while carrying cecium-XX (this is radioactive stuff?) and needed urgently water.
 
Be cool to see that, I also hope to see ths ships and possibly compdities from privateer 2 added.
 
upyr1 said:
hi,
2. the fact the brakets are so small is the reason I don't notice them perhaps the brakets for a given base should be 20% unless some other event triggers a jump or price drop.

There are some fairly hefty spreads... gems, plutonium, and of course Ultimate come to mind.

Hmmm, that brings to mind the other problem with massive cargo capacity: The goods that take up the most space have generally among the lowest spreads. Bummer. :(
 
Also do ya'll think there should be more or less salvage floating around when some one gets blow'd up real good....
 
the line "some one gets blow'd up real good...." is a refernce to a the SCTV bit Celeberty Farm films which stared John Candy every skit they had some celeberty they would blow up and say "he blow'd up real good...real good" then they ended with Candy and they guy who played Count Floyd saying "May the good Lord take a Likin' to ya and blow ya up real good" and they blew up. Sorry I was hopeing some one would catch the refernce.
Any how should ther be more slavagable material when we blow up a craft?
IMHO on the lower difuculty levels there should be.
-Upyr1
 
upyr1 said:
Any how should ther be more slavagable material when we blow up a craft?
A few other people have been asking for this too. I'm not really sure where to look, but you can probably change it yourself by digging through the modules/*.py files. (Units.py perhaps?) There may also be a field in units/units.csv that controls this. :)
 
I'd say yes to more salvage... I got all excited when I came across the remains of a large battle, salvage all over the place.... I picked up food dispensers, advanced fuels, etc., only to find that I had 'salvaged' one of each. Big whoop. :(
 
I guesss the first question here, is how is salvage being generated?
From what I can see the first change I would do is, turn the astoroids in to gold mines.
 
upyr1 said:
I guesss the first question here, is how is salvage being generated?
Oddly enough, salvage is generated when ships are blown up. Usually cargo ships.

upyr1 said:
From what I can see the first change I would do is, turn the astoroids in to gold mines.
Go play X or X2.
 
true, but the question is realy what are the rules that are in play? is it compleatly random garbage bassed on just the cargo capacity? If iti s not being done then some thing like the ships survivablity should also be taken into account
 
Not having been involved in development, I can't really answer properly, but... :)

Maybe this is sorta wishful thinking, but it seems like any given AI cargo transport is likely to show up somewhere on the mission boards... so if you see some horrendous and high-paying escort or cargo defend mission (but one with high value cargo), maybe that's a good place to go look for salvage (i.e., don't take the mission, and hope that the AI cargo gets spilled into space).

Still don't know if that answers the problem of single units of salvage though.

I've been learning that rescue missions, if properly priced, are an easier way to generate a lotta cash, however. :D
 
the garbage the comes out of a ship depends on what the .blank carries in units.csv
(check import column in csv)
 
Back
Top