So! I just spent maybe 4-ish hours flying around fulfilling the stesium orders all over the game. My profit was approximately 1000 marks. With that out of the way, I've been gathering some ideas that may improve the 'trucking' side of Starmourn.MARKET ORDERS
The NPC orders are incredibly prone (still) to being split up into little 1- to 2- piece orders scattered across a lot
of planets and stations. A lot of the time is spent just flying from one location to another, for very little gain.
Perhaps the algorithms and whatnot could be reviewed, and make NPC orders be at least
10 units each. Hopefully more!RESOURCE SCARCITY and USAGE
The raw material availability should not be pegged to how much of that material is present in the game. I understand the concern regarding stockpiling; however, it must be taken into account that resources in Starmourn already carry a hefty production cost, plus storage fees.
I think there's a lot of mechanics already in place to discourage heavy stockpiling, so limiting the availability of gas clouds and mineable asteroids just limits how many people can feasibly participate in that part of the game. This is decidedly not good, as plenty of players were drawn to that aspect of Starmourn. Let the players actually play with the economy.TAXES
At the moment, taxes are a static 3% of the refinery or autofactory cost, per in-game year. Whilst mark sinks are indeed needed to prevent MUDflation, I think there are plenty of better solutions.
One is to have a composite tax: 1% of the refinery/autofactory cost, plus 1% of the cost of all units produced using that refinery or autofactory. This will still carry a noticeable drain (1k marks at full price per building) if left idle for the whole year, and potentially more if it proves to be a popular spot.
I'll add in more (or other people can!) once I finish with my trading route. Still 2 hours to go, by my estimate.