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Post by oldalchemist on Mar 9, 2011 15:04:15 GMT -5
So...other than being trade goods, do these cargo items do anything?
I suggest:
Plants can be used as food or as vudka, if you make a Scout officer convert them.
Chemicals can be converted to fuel by a Mechanic officer.
Clothing can be used to protect Harvesting and Exploring crew from crew loss.
OR, junk 'em and replace them with generic "Trade Goods."
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Post by Kelvin Zero on Mar 9, 2011 22:33:46 GMT -5
No, don't junk Clothing! I love finding out about clothing shortages and going to see all the nekkid peoples! Then I start selling them all the clothes I bought from Planet Lingerie. It makes for great blackmail material later on ;D.
But really, I would think they would make good items for smuggling. I'll put my ideas in the Wish List section though.
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spike
Exemplar
Posts: 360
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Post by spike on Mar 10, 2011 5:49:12 GMT -5
They work pretty well already as different items in the trade system with different supply and demand patterns. Do they need to be a useful item as well as a trade item? Most of the useful items are not good to trade: Vudka, contraband, Records all have really wide buy/sell spreads that make it almost impossible to profit by trading them, outside of a Shortage/Surplus.
I don't really buy any of those options for converting Plants to Rations, Chemicals to Fuel, (fashion) Clothing to protective gear.
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Post by oldalchemist on Mar 10, 2011 10:54:23 GMT -5
If I take a ship and the choice is between water and those goods, I take the water (assuming no shortages.)
Given, I often play an explorer and don't bother with legal goods much. I'd rather traffic artifacts than clothes.
They just seem like arbitrary trade goods. Being able to convert them (at a loss? Plants might convert 2:1 into rations or 3:1 into vudka) might make it useful to actually have them in my hold. As it is, they're the first thing I sell just to get the hold space back.
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spike
Exemplar
Posts: 360
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Post by spike on Mar 10, 2011 11:37:53 GMT -5
Very lossy conversion, 2:1 or 3:1, might make sense. It should use up time as well. And there would need to be no chance of actually making money a profit by converting it into something more valuable.
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Post by slayernz on Mar 10, 2011 16:45:29 GMT -5
May be you can add CREW to a planet cache. Over months, they can convert plants/clothing/chemicals into other things. Funny how my brain automatically thought plants = Cannabis, chemicals = Crystal Meths. I think I played a bit too much Drug Wars on my last phone Didn't think of a narcotic that Clothing could be turned into though ... unless the clothing is of the Hemp variety ...
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Post by oldalchemist on Mar 11, 2011 12:03:05 GMT -5
I draw the line at smoking my own pants.
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Post by Cory Trese on Mar 11, 2011 16:41:46 GMT -5
I don't think any of the resources are arbitrary. each has a place in the grand economic system and the long term resources alchemy plan.
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Post by oldalchemist on Mar 14, 2011 9:30:12 GMT -5
If they're not useful onboard the ship, how about a bigger margin for trading them?
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spike
Exemplar
Posts: 360
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Post by spike on Mar 14, 2011 9:45:59 GMT -5
If they're not useful onboard the ship, how about a bigger margin for trading them? That's pretty much already how it works across the board. All trade items that have non-trade uses all have pretty lousy profit margins. Profit margins that are usually heavily negative, in fact.
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