Dynamic Economy

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Re: Dynamic Economy

Post by Vansen »

The introduction of a Dynamic economy AND rep based trading was the reason i stopped roleplaying a Trader so its a big fat NO from me.
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Re: Dynamic Economy

Post by Salgy »

Again, bit fat YES. Me totally agree with Liman. :D
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Re: Dynamic Economy

Post by LTHamlet »

That would be a NO unless you change the definition of dynamic...such as changing the locations of items to sell and buy so the trade routes change and the traders relocate and the Taxers have to work harder to tax :)

I also like trading in convoys with fighter support it really adds something to the RP. Having the npc's transports drop 1500 items of what ever they carry when attacked instead of the small amount they usually drop. This way a pirate with a well armed transport and a fighter or two could make a good living by killing npc traders also.


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Re: Dynamic Economy

Post by High_Duke »

Yes
It will be harder to earn some money. It means more trading in future = more pirates = more players against pirates = more fun.
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Re: Dynamic Economy

Post by anoyingnomad »

[quote="High_Duke";p="226838"]Yes
It will be harder to earn some money. It means more trading in future = more pirates = more players against pirates = more fun.[/quote]

More trading i agree, but less piracy. It has been already mentioned, they do 2 runs and then switch from their route to do another. They wont be in one place so pirates and navy can combat eachother out for the defence/offence on traders.
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Re: Dynamic Economy

Post by cmdrsaman »

Dynamic economy doesn't mean trading gets harder. It just means that traders will get more rare, both in space (more spread out over Sirius) and in time (log on, do a couple of runs, log off. It was quite common back when it was switched on.) I know that the term sounds fun at first, which is probably why a number of people would vote for it, but iirc nobody said they missed dynamic economy when it was turned off in the past.

Outside of flac stuff: trading is going to be harder in v9, however. Rep requirements for commodities will be gone, though.
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Re: Dynamic Economy

Post by QUASAR »

Why don't you make trade more risky and fun? Long runs through 5-6 systems with some very expensive commodities in cargo. For example buying something in Leeds for 7000 credits per item and selling in Tartarus for 20000 credits per item. When pirate say tax, trader will think twice before running away because worth of his cargo is 10 mil. Looting can be good job too if pirate manage to kill trader. Traders can join convoy coz its long way, hire escorts...
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Re: Dynamic Economy

Post by Burn »

That's a very good idea Quasar (Long runs through 5-6 systems)

However i don't agree on very expensive commodities - i think that buying commdities with let's say 250-300 per unit and then sell with 1300 max would be balanced

and they should be sold at "high risk of dieing" systems Tartarus,Nomad 1 ,Unknown 2 etc tec basically systems where you have Europe,Monkeys.Nomads,Hel etc

Now a player would have to work on his reputations aswell to get to profit wich will result in more in-game activity.

cmdrsaman wrote:
trading is going to be harder in v9, however
that is okey as completing high level risk mission will get popular again.
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Re: Dynamic Economy

Post by TheLaughingMan »

The dynamic economy is a joke as it was but in fact the game got more realistic because of it.
IMO the only way if the commodities will get:
-Production time
-Ammount in a time period
-Resources wich must be suplied for continuous production
EK:
-1 diamond production requires 10 units some kind of food, 10 units oxigene or 20 water 10 units of carbon wich can be mined and 5 minute
no more "the storage is full so you can buy anything and as many as you want"

if the factory running out resources then the resources price becomes high and if the storage is full everything is cheapest than the averrage
another thing is wich required, the knowledge about the ammount of commodities if you watching the infocard so no need to land on a base to know the current prices. the idea is not mine, just a "copy" from my favorite space sim X3 Reunion. (i think this was not a commercial coz that isn't multiplayer^^)

i know to write a script for this takes a lifetime but if we talking about dynamic economy...^^

Funny thing is in FL all of the goods are unlimited to buy and sell
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Re: Dynamic Economy

Post by TheLaughingMan »

[quote="QUASAR";p="226868"]Why don't you make trade more risky and fun? Long runs through 5-6 systems with some very expensive commodities in cargo. For example buying something in Leeds for 7000 credits per item and selling in Tartarus for 20000 credits per item. When pirate say tax, trader will think twice before running away because worth of his cargo is 10 mil. Looting can be good job too if pirate manage to kill trader. Traders can join convoy coz its long way, hire escorts...[/quote]

nice idea m8 but the looting is not an option anymore. less reason to be pirate
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Re: Dynamic Economy

Post by TheLaughingMan »

off topic
More n more i see this "Relaxed RP". More n more i feel that will be a chain for clanmembers and more n more freedom to Freelancers
Freelancers do more moan, regen ect... they need more rules not clans because clans have their own too ;p
Post RP background story if you buy a ship form "opposit" NPC fractions (can't see the relations between clans and NPCs and we can't land on hostile clans owned stations) good for players who have excellent english and will lead again more n more "post-ers" than players. I never learned english, Freelancer forums is the only place where i write in english and it's extreme challenge to read too

In hope noone will force me to use other ship than my "old" Anubis or force me to write some story how i acuired it coz i flying this since 2006. Hard to remember^^
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Re: Dynamic Economy

Post by Vansen »

[quote="cmdrsaman";p="226862"]
Outside of flac stuff: trading is going to be harder in v9, however. Rep requirements for commodities will be gone, though.[/quote]

Thankyou  :x
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Re: Dynamic Economy

Post by Salgy »

cmdrsaman wrote:
It just means that traders will get more rare, both in space (more spread out over Sirius) and in time (log on, do a couple of runs, log off. We saw this when it was switched on.)
Sure, from your point of view. But why did you use plural? Traders? We saw..

If dynamic economic will work, my trade ship will be in space much more time then now. With changing of commodity prices I will have to find another routes, where trades will be more profitable. So I have opposite view (ignore plural if you want): traders will get more often, both in space (interes in finding new routes in Sirius) and in time (log on, do more runs then now, because of fun and effort. We saw this when it was switched on.)

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Re: Dynamic Economy

Post by cmdrsaman »

@ Salgado: yeah, you're right, I've no idea why I used plural when I rarely saw more than one trader...
Nah, just kidding :P My bad though.

Let me ask something else from those of you who said yes: do you even need more money? :P Because if you don't, then I imagine you'll fly around trading for a week or so, then when the novelty wears off, your trader chars will collect dust in the docking bay. No offense, but the only persistent trader who didn't need the money at all I ever saw was Hash.

The question is, though: why was the dynamic economy switched off back then? But more importantly, what has changed since then that would make it a good idea to turn it back on now? (No, the number of simple "yes" or "no"-s do not count :P)

In the meantime, try doing the [spoil]Tartarus->UK2->Omi Theta->Alex->Baby->Tartarus[/spoil] run. (Spoiler tag in case you don't want to get spoiled.) Plenty of profits, plenty of systems, plenty of risk.


Oh, and to everybody who suggests doing a complete reworking of commodities and trade routes: you do that please :) Like I've said before, in a certain other thread, that would take way too much effort. We'd probably need a single person on the dev team dedicated to doing that only. I don't think we can find anyone who'd be willing to do that. (Even though coding it would be an easy task - once the commodity locations and prices are all worked out. The devil is in the details :P)
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Re: Dynamic Economy

Post by BasCelik »

I like idea of dynamic economy, first time I face it in one very old game -elite (vector graphics and I had played it on commodore 64). If it is big job to make it work maybe using basic vanila way is good too, I will add just couple high profitable routs thru 3-4 systems to that (as quasar and minustri said). Also integrate those route with clan RP is good idea (maybe on that way clan RP can be interesting for more activities in future- for example clan can clame resource for them and try to protect those routes from other players...)

In my opinion make and keep, the chain (traders-pirates-navy-outlaws-bounty hunters) is very important to keep this game alive.

In addition, I want to add something, maybe some rules about clans credits and bank money for clan activities can give more RP and action on server. For example making clan tag traders and only using that money for clan action will be good way of RP.
I know it is hard to track misusing of private traders but in that case, I will enforce people to check each other for their activities.

Thank you for reading


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