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Why is trade and selling materials getting nerfed further every patch?


AugyTek

Suggestion

So I get that having billions/trillions of credits is a bit overkill, for now.  So it sits there, and doesn't do anything, until you need it.

 

I don't want to sit and mine and salvage for hours on end.  I would like to have the option to trade and explore. 

 

I can't trade and explore if I don't have credits. 

If I don't have credits I can't build a bigger ship,

If I can't build a bigger ship, I can't hold as much cargo

If I can't hold as much cargo, I have to mine/salvage more material to sell and build.

If I have to mine/salvage more material, I can't trade and explore.

 

Do you see how this is an infinite loop of problems?  Let alone the 3 million in credits you need for a REQUIRED progression aspect of the game.

 

By cutting the price for sold materials in half, you have effectively doubled the amount of time it takes to mine/salvage and then you have to choose to build or to sell off for credits.  Leaving trading, exploring, and developing the galaxy out in the cold.

 

By the previous nerfs to trading, there are no longer (or extremely rare) multi-million dollar trade routes.  I promise you, even in futuristic space there will ALWAYS be these.  It's profit and gain.  The drive of every civilization, in some form.

 

If I wanted to grind endlessly for materials just so I have a slightly bigger ship, I would go play something completely different, and automated, as well as fully finished.

 

I am not like every other meat head out there that wants to slap around their E-peen and see who has a bigger badder ship.  I get you are attempting to slow their progress to the core by making it a "longer" journey to get what they need, but you are completely killing off 2 other important aspects of the game.  Creation and Trade.

 

I believe that a balance needs to be struck for multiplayer servers before starting to nerf anything.  First and foremost that needs to be addressed are those that kill off entire NPC factions for "fun".  That's great, that was my re-spawn point, thanks.

 

Secondly, breathe some life into trade by making the parts you need for turrets only available through trade stations.  They aren't on ships, they aren't on stations when you blow them to pieces, and they don't drop from any spawned wreckage.  You have to trade for them, and they are expensive. 

 

Building turrets shouldn't be an arbitrary thing where you get enough parts and some few credits together and PRESTO!  you now have something that can blow apart a rock or ship in seconds because you just made 20 of them.

 

This is where bringing back trading comes in.  Yup put back in the 500+ body armor drops and the 100 million plus trading runs.  If you are selling to a faction that is at war and you are selling weapons to both sides, so be it.  But if you are carrying stuff like that, instead of having a dangerous cargo permit, you are a pirate and xsotan magnet.  Like extensively so, and gets worse as you get closer to the core where you have entire battle fleets jumping in on you every 10 minutes because you are carrying weapons of war.

 

You are gonna need that cash because at bare minimum a turret component part (that isn't a natural resource like copper, lead, etc.)  is 50K credits, for Iron turrets.  The amount of materials would have to be tweaked a little too. The cost of components in building then doubles every material upgrade, so effectively something like this:

 

I need 5 laser head components to make an iron salvage laser at max efficiency at an iron turret factory.

I need 10 laser head components at  titanium

I need 20 laser at nao

I need 40 laser at Trin

I need 80 laser at Xanion

I need 160 laser at Ogo

I need 320 laser at Avorion

 

If that laser head component is 50K a pop at best faction ration from a trade station, then yes it should cost me 16 million just for that component aspect if I am building a nasty Avorion turret in the core.  Altogether with all components needed, if it isn't costing me 200 million or more per crafted Avorion turret to build with sick stats way better than what usually drops to give me an edge, I am getting off cheaply.

 

In addition to this, you also need to provide 100 material per component that goes towards building the turret after Trinium.  After all you can't make Avorion turrent without Avorion right?

 

THAT is how you effectively install a nerf for the warmongering meat heads to slow them down WITHOUT killing off the rest of the game for the people that prefer explore and trade at a non break neck pace.

 

Presently as it stands Avorion right now is some sick overpowered joke that even a 4 year old can obtain without too much trouble.  (That is probably why you also only get 24 credits per for at a max faction resource trading station.)

 

This way the path to building avorion weapons is difficult, but not impossible.  After all if you trade for stuff you can get the credits to buy the materials and components needed for making the weapon, that path will still take you to every aspect of the game right?  You have to buy or mine the materials, trade for the components by selling other things to get credits to do so, and you get those other things by salvaging, mining or trading right?

 

Seems like that is a fairly even balance and you can STILL have 100 million + trade routes, actually they would kind of be required with all the other stuff added in.

 

I will post more details if wanted, but that is enough to chew on for now I think.

 

 

 

 

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