ORCA1911

Open Space Trade Post

Would you like a trade post in Open Space?  

12 members have voted

  1. 1. Would you like a trade post in Open Space with various ores, blueprints and vouchers that can be bought with credits AND/OR GS?

    • Yes
      11
    • No
      1
  2. 2. Do you agree with the general functionality/mechanics of trading mentioned below?

    • Yes
      11
    • No
      1
  3. 3. Would you like to have just the BUY/SELL option or AUCTION too?

    • Just Buy&Sell
      3
    • Buy, Sell AND Auction
      9


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My suggestion is all about trading, for now, we can trade only in open space by ejecting cargo. I suggest making a market on top of every home station with a nice billboard or whatevs to make it visible. They can or can't be connected with the tradeable content.

How will it work? 

1-You can only trade the stuff you found in your open space session.

2-For starters, credits would be the only currency to participate in buying stuff of lesser value (ores, vouchers, iridium and maybe blueprints).

3-High-value items, could be bought with GS (monos, berries, neo...) so everyone can be happy (players&devs) and we still have a stable economy.

4-Auction option is debatable. maybe good for GS items.

5-Trades are limited per day and by merchant/trading level located in your achievements, meaning, more overall trades=higher achievement level=more trades per day.

6-Costs of blueprints in credits=the cost shown when you find it (no exploit from greedy players, people buy the missing blueprints, everyone is okay) OR spend up to max 50 GS, depending what the trader set as price

7-Lesser items like ores, vouchers and iridium are with a limited price, for example 10000 cr for a pack of 1/5/10 ores, vouchers*10=cr number and iridium*1000 or *10000=cr number, its there to deny any exploits.

8-GS items should go up to 50/100 per piece depending on value of the piece and NOT MORE.

9-Putting a credit price as well as GS price on the same item should be able.

10-Having a place to trade stuff you dont need for stuff you might need with overall controlled prices and limits that depend on people's levels and numbers of trades (which is the same thing) should be doable and cannot negatively effect the overall SC economy, bundles will probably improve or still be bough by people that wont bother with trading, others will buy gs to trade, all in all a great idea, at least i think so... :D

 

ORCA1911 roger&out! :fed012:

  • Upvote 1

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The trade stations should be commonly found around various maps in OS, but the only auction station should be inside of Fort Muerto. It would be the "Pirate Auction" where players can post items they have for higher credit values. The fort would take 20% of the sell value as their profit, and pay the submitter through in-game parcels.

 

I looooove the idea.

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I was thinking Smugglers hideout would be the trading place...since they are smugglers. I would add the option to exchange one item for another (neodium for berillyum as example). You would require to get to the facility, place the offer (or finish an already created transaction) and leave if you dont want to spend more time there: this last would mean you pay for someone else to make the transaction for you and send cargo to station when complete (an NPC), for a certain price or % of the transaction (50k credits would be ok for most transactions). This way you can place the offer and then do what ever you want to, so whenever another player reaches the facility he can see and complete your offer even if you are offline.

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Fort Muerto would be cool but too many spawn-camp-happy pilots so thats a nice no-go and a kill switch for the trade idea. Also, we are looking for the most versatile option from ground zero to the top for everyone, soo, yeah, home station stays as suggested until we get a somewhat regulated Open Space. I like the danger part but too much danger is not fun.

 

EDIT: BTW why would anyone vote no on an option to trade, i would like some feedback on that one...

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Just because the devs don't want it right now doesn't mean they won't change their minds in the next 3.23 seconds.

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It is worth a try at least.

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1 hour ago, ORCA1911 said:

Fort Muerto would be cool but too many spawn-camp-happy pilots so thats a nice no-go and a kill switch for the trade idea. Also, we are looking for the most versatile option from ground zero to the top for everyone, soo, yeah, home station stays as suggested until we get a somewhat regulated Open Space. I like the danger part but too much danger is not fun.

 

EDIT: BTW why would anyone vote no on an option to trade, i would like some feedback on that one...

Fort muerto seems a slightly better place than smugglers regarding to spawn camp, since you have 3 entrances from PVP zones (smugglers has 2 and 1 safe; generally players dont carry good loot from spat scanner in safe zones). You have 9-10 secs of invulnerability after jumping + modules (like cloack, microwarp, healing mods that also break slows, etc.) and not that much distance to cover (13km?)...i would say that pilots carrying valuable loot from spatial scanner wont have many issues delivering cargo since they have high speed and mods to boost survability in order to succesfully farm mysterious containers.

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2 minutes ago, ORCA1911 said:

It is worth a try at least.

we are going for the 4th atempt or higher xD i lost count long ago.

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Now that you say it, Fort Muerto doesnt seem all that bad but what about those who cant get there, they will be deprived of any trading except traditional one. Maybe placing high value items at FM and regular on home, but thats just more work for nothing to someone. Anyhow lets stick with the current idea, we do need some kind of trading though, this soloing in an mmo cant go any further much tbh.

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What was their reason already? 

"It is a free to play game, a trading system would destroy the economy"? 

I'd love a trading system. 

But I can already see the cost of a single beryllium (not enriched, the mineral) cost over 10 million credit. 

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18 minutes ago, Swifter43021 said:

But I can already see the cost of a single beryllium (not enriched, the mineral) cost over 10 million credit. 

4 hours ago, ORCA1911 said:

6-Costs of blueprints in credits=the cost shown when you find it (no exploit from greedy players, people buy the missing blueprints, everyone is okay) OR spend up to max 50 GS, depending what the trader set as price

7-Lesser items like ores, vouchers and iridium are with a limited price, for example 10000 cr for a pack of 1/5/10 ores, vouchers*10=cr number and iridium*1000 or *10000=cr number, its there to deny any exploits.

8-GS items should go up to 50/100 per piece depending on value of the piece and NOT MORE.

Items should have a fixed value and/or be exchanged for other items imo (berry for neo, neo/berry for monos (1.5-2 ratio), monos for live crystals, etc. Kinda what you need to make impure neo to neo plate, with proper values), in order to prevent devaluation of credits.

EDIT: about the ratios, an example could go this way:
-A live crystal is worth: A) 5 monocrystals, B) 5 impure neodium/berillyum, C) 4m credits, D) 10k vouchers.

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It wont cost 10 million, what did i write all this for... Anyhow, we need it, as simple as it can be for now and thats it, baby steps.

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Just to get some relations: The single berry/neo would cost 200k/100k credits on its own.
In PvE you would literally get one of them every match(if you win of course).
Wouldn't this devalue these items? Not that I'm against it...
Problem is the 10kk container they introduced... meaning you have a 'chance' of berry/neo for that price. So how should be the 'fixed' price to this?

But a stock exchange with smugglers could have something.
You sell your items(for a very low price) to him and he... would sell it after a while for the hightest price(but at least way higher as its nominal buy price).

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We can debate the prices once the idea gets through, the numbers are just for show.

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On 7/24/2016 at 5:17 PM, Swifter43021 said:

What was their reason already? 

"It is a free to play game, a trading system would destroy the economy"? 

I'd love a trading system. 

But I can already see the cost of a single beryllium (not enriched, the mineral) cost over 10 million credit. 

Nah, just the "A trading system would destroy the economy" part.

 

Which makes sense, because the economy is horribly balanced and has different bottlenecks at different stages. However, a trading station in open space like this would probably be fine, since everybody gets the same loot from there, and the devs can't exactly stop someone from trading what they've picked up in their current session.

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I think it has a good chance to get through and into the game, it would be merely a medium for trading that already exists and wont affect anything AND SC has a part in it in terms of GS, playerbase and its activity. It can be detailed in terms of mechanics further but for now it's just a concept. I really hope we get something like this, a bit longer and meaningful "eject cargo" trade.

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It will not be available in current OS version. But for rework of it is different and some traiding features may be included ;)

Every traiding system is easy target for scamming so the proccess of development features like will definitely not be fast.

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tumblr_lgedv2Vtt21qf4x93o1_40020110725-2LOL :D

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