Suggestions for the trade terminals / trade network
So, started playing around a bit with the trade network, and I really like how it's set up here. Sure, it'll take a little while to get used to how things are handled, but in general I definitely see the potential in the system. A couple of suggestions, however, to make it a little easier to handle:
- Categories. Something along the lines of "TT SHOP <name> STOCK <item> FOR <price> [UNDER <category>]". Unsure if categories should be defined separately in the shop or just use a string.
- Re-pricing items. Instead of having to unstock it and re-stock it, perhaps just "TT SHOP <name> REPRICE <item> FOR <price> [UNDER <category>]".
- Having packages sent to you with items that you unstock can get rather messy. Not sure if the answer is to change how items are delivered (such as delivery without a package, but rather just the item directly) or how packages are handled (for instance, OPEN PACKAGE would put all items in the package directly in your inv and autoscrap the empty package).
- Some clarification in sell-messages would be nice, such as including the sell-price and pointing out that the marks are added directly to the account (I assume they are, anyway? I've found no way to get them from the shop).
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I'd be okay with this for physical shops though.
It may make a lot of sense to do that from an in-character perspective (Just as enemying everyone for Cosmpiercers makes sense), but it does not make for a good game.
It might make sense if tradenetwork shops were a finite resource. They are not.
Also, being able to set tariffs on foreign shops helps the game because it’ll let lower leveled/lower skill players actually be able to sell things in their shops in the faction territory at least without higher ranked/skill players being able to flood the market with cheaper prices.
A tax on junk vendoring above say level 15 with a scalable value would allow for really more dynamic politics and economy stability/economic warfare ability but I can hear the screams against that already.
Every system has an -entry- cost barrier that serves as a mark sink. I’m talking about taxes that the faction collects (except for the Iota/Omni ones) as a means of mark revenue. Entry costs are a one-time thing except for designs I think, which have some continuing fees. Eventually there’s going to be more and more people that have paid the entry fee and orgs are still going to have to rely on cosmpiercer and donation income to actually get things done. Thus, taxes as a way to provide additional streams. And as with any capitalist system, just raise the cost of goods to cover the tax cost if you want. Your target consumers are not going to be newbies earning a measly amount of marks from just hunting.