Business And Economy Archive
Thread: Proposal: Space Trade Economy : Resource Trading and planetary markets
I would like to propose a larger scale planetary/area market with actual supply and demand (for that planet or area) this would make it so that people could make money by being an actual trader instead of being a vendor. This proposal as I am stating is different from the bazaar because instead of having items floating around in there it is a purely resource driven market with NPC supply and demand that way you have the option of selling resources to a planetary/area market at a price that is driven by the actual need for that resource in that particular area to create an almost stock market like effect. This will also allow people to obtain resources then load them into say a cargo ship for massive sales allowing for a much more active trading system.
In this case lets say you obtain X ammount of this resource and you see that Y planet in Z area needs that particular resource and is willing to pay a certain ammount for it. You would fly your cargo ship over to Y planet and go to Z area to sell your resources at that price.
Some people might have a complaint about it being a higher yield of income for a select group of people but guess what... it happens every day here in the real world. Regardless being a vendor is a profitable job but then there is another twist to the plan.
Vendors can purchase resources from different areas that might be selling them for cheaper than another area without having to deal with the bazarr prices.. the planet/area market will automatically set a going rate for those particular resources that will automatically adjust per unit bought and per unit left making it so people will always be able to shop around for the deal that best fits their interests.
If anyone has any questions about this proposal perhaps areas you dont find clear please ask and dont flame I would be more happy to close any holes in this proposal because I believe it would make being a trader way more fun.
The NPC supply and demand would still be around but only for manufactured goods im talking about the buying and selling of raw materials.
Welcome to the forums, stuntastiK!
First and most importantly, please keep posting your ideas. No one here has ever had an idea that everybody liked (and most of us have had ideas that everyone hated). Don't let it get you down; just use the search feature to see if someone else has already suggested an idea like yours, and if not, fire away.
In this particular case, I have to agree with DarthScin on both theformatting and content of your idea.
With respect to formatting, it's justreally hard to read long messages whose thoughts aren't broken up into paragraphs. You can add paragraphs by hitting the "Enter" key a couple of times wherever you want a paragraph break. (There's a way to do it with just one "Enter", but it's a pain to describe.) As for the ability to edit posts, you get that (in the "Options" pulldown menu on the right side of theforum window above your message)once you've been registered here for a month and have posted 50 messages. (This requirement is describedin the Forum Ranking System message from GarVa, the forum administrator.)
As for the content of your idea to allow NPCs to place objects (such as resources) for sale on the player market, again I have to agree with DarthScin. Other games have NPC markets because their economy/crafting system isn't powerful enough to function just from player transactions; Star Wars Galaxies doesn't need NPC objects artificially added to its markets because SWG's players ara capable of meeting the market's needs themselves.
However, even if the implementation you propose has some problems, I think your basic idea of being able to do freight shipping is a good one. (In fact, it's so good I've proposed it myself in the past. Check out Implementing Space Commerce: A Design Proposal.
) Theessenceof thisideaofFreight Shipping isthat NPCs could put special items on a "shipping terminal" that couldn't actually be put into a player's inventory, but which could be put in a special cargo container. When youcarry this freight toanother predeterminedshipping terminal, you earn a transport fee.
Does this get what you were shooting for? Ifnot, is there some way that idea could betweaked that doesn't involve puttingNPC-madeobjects into the player economy?
--Flatfingers