make the game a bit more open for something else than combat all the way
Trade routes in new mod
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- Flight Commander
- Posts: 959
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Re: Trade routes in new mod
FFS ADD COURIER TO FL! 
make the game a bit more open for something else than combat all the way
make the game a bit more open for something else than combat all the way
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- Recruit

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Re: Trade routes in new mod
I'm a bit unsure if this belongs in this thread. Also unsure about how are spoilers treated, so I'll try to watch out.
I found a couple of "routes" which need to be put between quotation marks because otherwise feels like calling a bonsai Amazon. First one: in one of the safest systems, each unit you buy in A for 100 can be sold in B for 900. Nothing wrong so far, but A and B are about 500m from each other; and if that wasn't enough, both their docking spots face each other's. Second one: this time on a little tougher system, buy unit for 300 and sell for 2200. Distance between both stations? ZERO. They're technically the same structure, although on different docking spots which may take less than five seconds thrusting to run between.
Yes, I did both routes once, with an AT. When I clicked "sell"? That easy money didn't feel rewarding at all. Felt exploitative[?].
I know the goal here isn't making a realistic simulation of an interstellar economy between dozens of factions and hundreds of conflicts and billions of people (thank god), but this particular cases... it's probably what many have said in this thread: having routes so safe and SO short yet so profitable make the rest feel almost unnecesary. I really don't know if these two were intended, or if (and how) they've been overlooked so far; as I said, I'm not too sure about how they should be reported either. Just like this? PM with details? Spoil more? Less?
I found a couple of "routes" which need to be put between quotation marks because otherwise feels like calling a bonsai Amazon. First one: in one of the safest systems, each unit you buy in A for 100 can be sold in B for 900. Nothing wrong so far, but A and B are about 500m from each other; and if that wasn't enough, both their docking spots face each other's. Second one: this time on a little tougher system, buy unit for 300 and sell for 2200. Distance between both stations? ZERO. They're technically the same structure, although on different docking spots which may take less than five seconds thrusting to run between.
Yes, I did both routes once, with an AT. When I clicked "sell"? That easy money didn't feel rewarding at all. Felt exploitative[?].
I know the goal here isn't making a realistic simulation of an interstellar economy between dozens of factions and hundreds of conflicts and billions of people (thank god), but this particular cases... it's probably what many have said in this thread: having routes so safe and SO short yet so profitable make the rest feel almost unnecesary. I really don't know if these two were intended, or if (and how) they've been overlooked so far; as I said, I'm not too sure about how they should be reported either. Just like this? PM with details? Spoil more? Less?
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- Flight Commander
- Posts: 990
- Joined: Wed Aug 20, 2008 11:00 pm
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Re: Trade routes in new mod
Those kind of "occurrences" are in a few more locations.
The thing is the "evil" side and pirates know about them too.
So..awarding or not..watch your AT's behind when searching for easy money.
The thing is the "evil" side and pirates know about them too.
So..awarding or not..watch your AT's behind when searching for easy money.
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Marauders retired Fleet Admiral / guild founder
Marauders retired Fleet Admiral / guild founder
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- Posts: 615
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Re: Trade routes in new mod
This is so so easy
Just buy a TC
Explore a bit
FIx reputations
Then start trade with ship capable to do so
Restore the old fashioned vanilla routes ;p
Create bigger profits on a new ones 30-50%+
Just buy a TC
Explore a bit
FIx reputations
Then start trade with ship capable to do so
Restore the old fashioned vanilla routes ;p
Create bigger profits on a new ones 30-50%+
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- Commodore
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Re: Trade routes in new mod
@ Spider_Jerusalem: Good not to post spoilers and thanks for not doing so. Best way to find out about trade routes is to talk to other players who are trading. Have a word with the AoF Traders - those guys are probably amongst the most experienced traders here - dont forget to take a good look around New York as there are one or two little trade surprises there too! In an AT you can make about 500k to 1 mil per circuit and thats on the easy routes - get yourself a good notepad and keep a record of the routes you find...!
This is a thread asking about what changes and improvements people would like to see. If you have any ideas that yuou would like to air - please post em here - we like to hear what you have to say. Sadly not all the suggestions can be acted upon.
This is a thread asking about what changes and improvements people would like to see. If you have any ideas that yuou would like to air - please post em here - we like to hear what you have to say. Sadly not all the suggestions can be acted upon.
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- Captain

- Posts: 82
- Joined: Mon Sep 22, 2008 11:00 pm
Re: Trade routes in new mod
Maybe this, what i'm going to say maybe rubbish, but couldn't you make like trading missions?
Could be totally off-topic, but maybe a good idea to get to know the routes abit with recieving money for it.
When accepting a missions like that maybe factions could like hunt you for it.
Dunno if this is a stupid idea...
Regards,
Milithor
Could be totally off-topic, but maybe a good idea to get to know the routes abit with recieving money for it.
When accepting a missions like that maybe factions could like hunt you for it.
Dunno if this is a stupid idea...
Regards,
Milithor
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- Flight Commander
- Posts: 990
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Re: Trade routes in new mod
Is actually a v good one...
I think will be to much to edit though
I think will be to much to edit though
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Marauders retired Fleet Admiral / guild founder
Marauders retired Fleet Admiral / guild founder
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- Captain

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Re: Trade routes in new mod
About whom's reply are you talking? 
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- Major
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Re: Trade routes in new mod
Yes trading missions would be good,but we need to sort out the basic issues first,many of which are already highlighted here.
-Geromix
-Geromix
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- 2nd Lieutenant

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Re: Trade routes in new mod
Is there a way to penalize pirates if they get blown up trying to tax you? or do they have the right to follow you around demanding tax no matter how many times you kill them or they kill you until you pay? They ALL do this and I'm starting to reconsider the Void because of it. I like to trade... I even have an excel spreadsheet calculator for doing it... but abuse of piracy makes me want to go back playing single player... at least when you blow them up or they kill you... they go away and don't sit at the planet you're spawning from killing you over and over again every time you launch.
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- Sqdr. Commander
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Re: Trade routes in new mod
[quote="Kittani";p="214309"]Is there a way to penalize pirates if they get blown up trying to tax you? or do they have the right to follow you around demanding tax no matter how many times you kill them or they kill you until you pay? They ALL do this and I'm starting to reconsider the Void because of it. I like to trade... I even have an excel spreadsheet calculator for doing it... but abuse of piracy makes me want to go back playing single player... at least when you blow them up or they kill you... they go away and don't sit at the planet you're spawning from killing you over and over again every time you launch.[/quote]
Best way 2 punish a Pirate is: Every time he ask U 4 taxing, kill him.In time, he wil be bored 2 respawn & respawn & respawn...
Best way 2 punish a Pirate is: Every time he ask U 4 taxing, kill him.In time, he wil be bored 2 respawn & respawn & respawn...
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