|
Post by bobc on Feb 8, 2017 14:50:31 GMT -5
Theres a few interesting threads around about merchanting which are really enlightening, and have triggered a few questions. The scenario is that I have a hold full of crop harvesters and have just landed at a farming world that has an A+ demand. The downside is that it is a small/weak economy, so while profits are high the market is flooded after only 5 crop harvesters are sold. Any more crop harvesters sold would be at a loss.
Will future iterations of the sales mechanism enable the sale of individual units? On the sell cargo screen as individual units are sold, will I see the profit changing as market price falls to match purchase price or perhaps see demand fall from A+ down to D? Or would I need to switch to the demand screen to see the change in demand? Would there be a way that I could select 'sell all' for that item and get a warning that the market will only take x items before flooding?
|
|
|
Post by Cory Trese on Feb 8, 2017 15:10:43 GMT -5
Yes -- you can sell individual units in the final version.
Yes -- it will show price adjustments as they occur, so you can plan your trade.
Yes -- you'll have tools to avoid market flooding.
Our goal is to encourage the player to find places to sell goods, and to explore to find additional markets when the ones they are comfortable with are fully satisfied.
|
|
|
Post by bobc on Feb 8, 2017 16:00:05 GMT -5
Thanks Cory Trese the more I see and hear of trading the more fun merchanting looks. Being a lazy trader, having a bunch of supporting tools is just making things even more enticing!
|
|
|
Post by johndramey on Feb 8, 2017 19:48:26 GMT -5
bobc, I can attest that the trading system is very easy to use and will make you bank. Just spend a little time with it and you'll be a master star trader in no time!
|
|
|
Post by fallen on Feb 8, 2017 19:58:10 GMT -5
|
|