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Alpha

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  1. So from my experience so for with the markets has not been great. You can easily try to spend 10-15 min trying to find a location with a good price due to the massive list of markets available. Then once you do find a location you realize that it is a very heavily populated area and start lagging on approach. If you are unlucky you have your entire ship wrecked and have to spend resources to fix it. The point is that there is no way around the really populated markets as that is the best place to buy/sell. This is one of the issues I see is that this is not scalable nor are there any mechanics to avoid the extremely laggy markets. There are also a lot of markets on the planet that aren't even being used at the moment. I am not particularly surprised when we already have 140 of them in the current system. Once the new systems start coming online we could potentially have double the current market count. All of that makes markets not player friendly so many avoid it if they can to just do it themselves. ====Change Proposal==== Unify the markets on the planet so they act as one large one which can be accessed by multiple terminals (aka the current Marketplaces). When you select "set destination" on the planetary network it will set the destination to the terminal that is closest to current position. Simplifies the markets enough that it is more player friendly Allows players to redirect to less populated markets to avoid lag Still allows trading between planets Simplifies the management of trade boxes Increased scalability when introducing new system/planets ====Additional Note==== Once the markets are unified across the planet it would be easy to interduce player controlled Market Terminals. They would be directly connected to the Planet's Market Network and would not have local storage. This will prevent the possibility of item theft. Secondly the user/org controlling the market terminal will get the fees for other players using it along with being able to adjust the rates.
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