Posted March 27, 2019
Although there are lots of 'little' issues this game has, (that the creator already knows about), the game was working pretty well - I explored a lot (all basic/high sec systems, getting the 25 system medal) in the basic ship just to see how things were etc., did some basic mining and refined scrap for some initial money (up to 350k).
It was while I was looking around the initial sector (having had to return to get the skills for the next (utility) ship type), that I 'broke' the game, economically, and therefore realised we had a really big problem:
Sell orders are just FAR TOO CHEAP/PROFITABLE. (Buying a sell order then selling the goods back to the same station). A couple of trips round the basic stations in Void Starcross took me up to 11 MIllion, making pretty much all other methods of making money completely pointless, allowing me to bypass utility and frigate type ships.
My suggestion:
Sell orders should not be profitable at all to sell directly (just break-even), and more restricted in the goods they offer (no active or passive modules, and only basic blueprints, forcing people to explore to buy them), but are REQUIRED to fulfill buy orders, which is where the profits lie, which should also require large amounts of cargo space, (which should then need high-end or specific cargo transport type ships, which should need definding/escorts etc. in most sectors)).
It was while I was looking around the initial sector (having had to return to get the skills for the next (utility) ship type), that I 'broke' the game, economically, and therefore realised we had a really big problem:
Sell orders are just FAR TOO CHEAP/PROFITABLE. (Buying a sell order then selling the goods back to the same station). A couple of trips round the basic stations in Void Starcross took me up to 11 MIllion, making pretty much all other methods of making money completely pointless, allowing me to bypass utility and frigate type ships.
My suggestion:
Sell orders should not be profitable at all to sell directly (just break-even), and more restricted in the goods they offer (no active or passive modules, and only basic blueprints, forcing people to explore to buy them), but are REQUIRED to fulfill buy orders, which is where the profits lie, which should also require large amounts of cargo space, (which should then need high-end or specific cargo transport type ships, which should need definding/escorts etc. in most sectors)).
Post edited March 27, 2019 by DarrenTomlyn