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Blackwillo

Alpha Tester
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  1. Ya i get it I live on a space station and it is a pain to land on something that just shows up at the last minute and the lighting only show up once your on the construct. on the up side there is never any lag in space =).
  2. this just would cause more alts. how ever you do have to choose what skills you use and how profitable you can be.
  3. on the TU's I think I would rather see a shielding / no pvp behind the front lines. placing the fight on the outer controlled territory making it a big game of risk.
  4. I agree in the current set up of planets. they are primarily just export only planets or moons. it's hard to see why you would haul large shipments of any thing to them. no reward for the Importing to the outer planets.
  5. as I had posted be for as it seams it fits better here. I agree that the trade needs commodities. and things for haulers to move around. these things can't be 100 player driven. I could see npc passengers wanting to go where the commodities are and commodities wanted where the npc population is draining the commodities. this is the player side of the interaction moving commodities and npc passengers around pushing a supply and demand with some rng to keep it moving. as the supply and demand of things can get stagnant with just player demand unless players are constantly losing things they need. and if that is the case then we will forever be sweating ore to the npc bots to pay for are losses. to add. Agriculture drives Real world trade why not add the ability to grow a product on claimed land / constructs, that is planet specific crops purchased by the npcs on other planets with a Demand Curve.
  6. I agree that trade needs People buying the tools to do the missions but if there isn't a deep pocket faction influxing credits or Valuable items into the market then it will run negative until there is no Economic trade outside of a weak barter.
  7. I agree that the trade needs commodities. and things for haulers to move around. these things can't be 100 player driven. I could see npc passengers wanting to go where the commodities are and commodities wanted where the npc population is draining the commodities. this is the player side of the interaction moving commodities and npc passengers around pushing a supply and demand with some rng to keep it moving. as the supply and demand of things can get stagnant with just player demand unless players are constantly losing things they need. and if that is the case then we will forever be sweating ore to the npc bots to pay for are losses.
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