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Trade Run Suggestion

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Just a suggestion for Trade Runs which could even provide a less tedious alternative to Jobs... Chain jobs together across the galaxy... for example...

Take Somer - Prasad... right now you do somer pras until u puke... so to give us some different scenery... figure out the distance from Somer - Pras and then put a station an equal distance away that gives the same xp... say somer - Jont (and I realize there may not be stations on some of these examples...

Then make a run (again the same dist of Som-Pras) from Jont to Odin Rex etc...

The idea is that instead of travelling the same beaten path for the same xp, we can travel different paths... along a line or even switch 2 points... so instead of doin somer pras... I do somer Jont... or Odin Rex - Fenris... the idea being that its the same distance for the same xp... otherwise people will just cont on somer pras and devel time will be wasted...

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<appaluds heartily> A related idea would be to have smaller (and lower XP) trade runs that use an end point of the main trade run as a starting point. Thus, for example, you could start at Prasad and go to several different destinations, and have cargo at those destinations that can be profitably traded back to Prasad. Continue this forking process on each major hub so that you have variety and even more importantly, something to do when you can only be on a short while.

Further refinement: There could be some fairly short runs that yield high trade XP because of the difficulty of the monsters around the base. There could be bases created *just* for this purpose, and would give travelers a clue when the only terminals are ammo and 1 trade vendor... and the station is just the landing bay and 1 central room. The distance that docking is available should be VERY short as well, so that the dangers have to be faced. A message "We're sorry, the landing pattern is full, standby and you can proceed when clear" along with a delay before docking (random, but with a minimum additive) could be added. As an alternative, you might have to kill a certain number of monsters each time you want to dock (the ones that are right around the station).

One possibility is to have the quantity of available goods for optional runs vary. Have infinite quantity for the standard missions, but not for a select few. Either that, or have a per-player limit on some items (base has infinite, player can only get a few every 24 hours). Making these limited quantity items non-storeable in the player vault (and clearly indicated in the description) would encourage players to trade them soon, rather than just banking them until they can maximize their profits off that item. On the flip side, the profit per unit should be significant, or they will be ignored.

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Would have loved more varied trade routes. At the simplest adding 2 more items that sell at different prices based on the station sold to.

>>>>>>>>>>>>>>>>>>>>>>>

The Somerled>Prasad Run:

Somerled-Prasad is a 4 hop journey one way, 8 round trip. Each way nets about 450 a cargo spot, so 900 round trip per cargo hold. You can go one way in about 10 minutes, 25 minutes or so total. 900 x 32 = 28800 round trip. You can make two to three runs in the same time as fenris, so ultimately the money comes out to about the same for the time.

Route: At Somerled Station (New Edinburgh sector in Tau Ceti system), purchase Spices. Take spices to Prasad Station (Xipe Totec sector in Serius system). At Prasad, purchase Jenquai Weapons Tech. Take Jenquai Weapons Tech to Somerled. Round trip about 16 mins, making about 500 credits a crate each way.

Somerled>Fenris Run:

The somerled-fenris run is 12 hops one way, 24 round trip. Going to fenris nets about 900 per item, coming back nets about 1400 per item. So for 24 hops you get 2300 per cargo space if you have negotiate level 4. It takes about 30-40 minutes one way. So an hour to and a an hour and a half of effort, for 2300 x 32 (size of 30th cargo hold) = 73600 credits per round trip.

Route: Fenris >Valkyrie Twins/Varen’s Girdle>Aragoth Prime>Muspelheim>Odin’s Belt>Odin Rex>Jotunheim>Freya>Akeron’s Gate>Saturn>Glenn>Carpenter>New Edinburgh

Because you run more somerled-prasad runs, the exp is much better on the somerled prasad run. You may feel great bringing in that load from Fenris and earning 1500 per unit but you're doing your trade exp bar a disservice making that run. Thats my 2 credits anyway.

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Trade Routes yet to be seen:

More Progen ones (via Mars for the quickest way, long route = Akerons Gate) to support the Progen Trader Class.

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Would have loved more varied trade routes. At the simplest adding 2 more items that sell at different prices based on the station sold to.

>>>>>>>>>>>>>>>>>>>>>>>

The Somerled>Prasad Run:

Somerled-Prasad is a 4 hop journey one way, 8 round trip. Each way nets about 450 a cargo spot, so 900 round trip per cargo hold. You can go one way in about 10 minutes, 25 minutes or so total. 900 x 32 = 28800 round trip. You can make two to three runs in the same time as fenris, so ultimately the money comes out to about the same for the time.

Route: At Somerled Station (New Edinburgh sector in Tau Ceti system), purchase Spices. Take spices to Prasad Station (Xipe Totec sector in Serius system). At Prasad, purchase Jenquai Weapons Tech. Take Jenquai Weapons Tech to Somerled. Round trip about 16 mins, making about 500 credits a crate each way.

Somerled>Fenris Run:

The somerled-fenris run is 12 hops one way, 24 round trip. Going to fenris nets about 900 per item, coming back nets about 1400 per item. So for 24 hops you get 2300 per cargo space if you have negotiate level 4. It takes about 30-40 minutes one way. So an hour to and a an hour and a half of effort, for 2300 x 32 (size of 30th cargo hold) = 73600 credits per round trip.

Route: Fenris >Valkyrie Twins/Varen’s Girdle>Aragoth Prime>Muspelheim>Odin’s Belt>Odin Rex>Jotunheim>Freya>Akeron’s Gate>Saturn>Glenn>Carpenter>New Edinburgh

Because you run more somerled-prasad runs, the exp is much better on the somerled prasad run. You may feel great bringing in that load from Fenris and earning 1500 per unit but you're doing your trade exp bar a disservice making that run. Thats my 2 credits anyway.

o.o; 30-40 mins, what. I do like 2-3 runs in 30-40 minutes, must be using a level 1 or 2 engine with 2000 warp, no warp buff device or reactor(device RR if tt)

People have talked about wanting more trade runs, but trade runs overall are boring. Warp -> warp -> sell -> buy -> warp etc. Warping is the same no matter where you warp (besides gravity wells)

Personally I rather jobs then trade runs, usually overall better exp and gives more to look at then your character breaking the speed of light or something that causes a light gray,blue, pink, white to zoom pass you.

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*engages lvl 10 flame suit*

An auto pilot option where you could set the destination sector and then start warp.

You would then warp to the gate, jump, warp to next gate, jump, etc until you reached the destination sector.

Not talking about a macro; but an in game option for setting up a travel path and having the ship follow it.

I do agree with the other suggestions of putting in more trade routes.

There have been lots of times I have been flying around, stop in a station, check and see there is not trade to the place I am headed or even along the way :)

Sometimes there is not even a trade goods person in the station.

Keep up the great work and effort.

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Trade goods higher than L5.

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All great suggestions, especially when combined a bit of a dynamic economy at some point. Trade goods should probably always give the same XP by level, but could be more or less valueable on a given day according to target station demand. Higher lvl trade goods are definitely needed, up to L9 like everything else, with prices up to ~2-5mil or so, maybe more. Routes all need to be redesigned, and more routes put in. We need more depth of story involved also, such as each station specializing in certain trade goods based on a particular history they've had or current details.

The tree idea is great, too, encouraging traders to branch out more, explore more, and do a diversity of trade routes to keep them interested in the game rather than merely going back & forth.

IMO, jobs fail. The greater potential lies in trade runs at the moment.

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In Elite there was a lot more to trading. You could make more money by doing prohibited goods, etc. And no set 'best route'. (That is going back some!).

I'd suggest the setting up of several trade route options so that not everyone does the two main routes. You could find good options by buying stuff at several vendors and finding the best run from that system. The bottom line is a bit of maths and careful placement of trade goods so that XP is equalised no matter where you chose to do a run. Makes sense?

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In Elite there was a lot more to trading. You could make more money by doing prohibited goods, etc. And no set 'best route'. (That is going back some!).

I'd suggest the setting up of several trade route options so that not everyone does the two main routes. You could find good options by buying stuff at several vendors and finding the best run from that system. The bottom line is a bit of maths and careful placement of trade goods so that XP is equalised no matter where you chose to do a run. Makes sense?

There actually were some "prohibited" trade goods in Live EnB. You had to have good Red Dragon faction to buy them. IIRC there was an RD NPC in Chernevog Station, that had some things to be delivered to Paren Station, the shortest route being through BlackBeard's Wake, in Smuggler's Run system. You needed to find an RD NPC at a base, and take it to the base where it was wanted, and sell it to the trade goods vendor there.

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How about trade routes that are changed/updated on a regular basis? Like every 4 hours, some server side program updates the trade routes to different end points, and it's up to the server community to figure out and find these new routes and run them while they're "hot." You'd run the Somerled-Prasad for a while. Let's say you're 1 hour away from an update, so after an hour of Somerled-Prasad, the vendor NPCs at both stations update reset away their "need." If you're mid-route you'd end up just vendoring it for what you bought it at, no net credit loss, just time. So then you'd have to look for a new route, or find something different to do.

Alternatively, what about a quota based update? Once X amount of units of the needed item have been delivered, the NPC no longer gives credit for that trade good and folks need to look for a new one.

Both of these would encourage some gameplay from the community. Folks would need to be fast to take advantage of the easy runs, and perhaps share information about the currently lucrative ones. This would enhance immersion into the story and lore of the game while providing some freshness to the grind.

On another note, it'd be nice to see some "trade routes" with a need for supplies that aren't simply trade goods, like say ammo running or ore running. Perhaps the ammo running can be flagged as bought only, or player made only, rewarding credits and combat xp. Ore running would reward credits and explore xp (again there'd be some requirement to see if the ore was self-mined or traded from another player).

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