Jumping_Jack
I think trade might be increased if outpost merchandising complexes could utilise the 'sell to population' order, but didn't generate income otherwise, to retain their differentiation with full starbases.

This might allow the nil-effort starbase merch income to be retained by the affs who wern't interested in trade, but create potentially worthwhile niches for the trading affs - trade outposts. Maybe even concealed bases, fed by smugglers! (ah-hem).

A simple proposal which might be simple to implement before the infrastructure changes.

Discuss.

TonyH
ptb
Assuming there is a least one starbase on each planet with a decent population, a pretty safe assumption I think, then this wouldn't make any differents.

Also outposts can't have public markets either so you wouldn't actually get more trade, in fact you'd get less because people that currently trade to a starbase could put a cheap outpost on the planet instead and get all the profit. (at looking at the markets it's the starbase and not the traders that make the lions share of the income, mostly because supply massivly outstrips demand)

What you really need to increase trade is supply and demand across all the items rather than just the three groups, but thats not going to happen.
Mica Goldstone
Stellar production from NPC sources is the domain of the paying starbase.

Note however that we will be scrapping the sell to local population order in favour of populations buying directly from the open market report. This will increase the amount of items on the sell markets. We are drafting a presentation on Infrastructure for the Pubmeet that will explain all the changes.
Sjaak
QUOTE (Mica Goldstone @ Nov 4 2005, 08:14 AM)
Stellar production from NPC sources is the domain of the paying starbase.

Note however that we will be scrapping the sell to local population order in favour of populations buying directly from the open market report. This will increase the amount of items on the sell markets. We are drafting a presentation on Infrastructure for the Pubmeet that will explain all the changes.

This would mean that all bases would need to have an open market including the hidden ones. It also means that secret items will need to be made public.

I don't like this idea to say it mildly. It would also kill the resell markets. Everyone knows that some bases buy from other bases (whcih might be in areas not everyone can come) to be able to resell it for an little higher price.

Combining the Open Market with the Population Market is an absolute NO-GO in my opinion. Open Markets are the Phoenix equivelant of wholesale and Sell to Local Population is the equivelant of selling to end-users.
Sjaak
QUOTE (Mica Goldstone @ Nov 4 2005, 08:14 AM)
Stellar production from NPC sources is the domain of the paying starbase.

Note however that we will be scrapping the sell to local population order in favour of populations buying directly from the open market report. This will increase the amount of items on the sell markets. We are drafting a presentation on Infrastructure for the Pubmeet that will explain all the changes.

My idea is to change the code of the Sell to Local Population to also include an price for which you are being willing to sell to the people.

At the end of the day, the people living on the planet will start shopping and just select the items they wish to buy.

You will get something like this.

Trade Item Report------------------------------------------------------------|
| |
| QTY ITEM VALUE MASS |
| 452 Airburst Truffles (30496) - 1 mus 12 452 |
| 36328 Alien Livestock (30226) - 1 mus 0.1 36328 |
| 3428 Alien Pets (30139) - 1 mus 1 3428 |
| 270 Alien Prize Cattle (30006) - 1 mus 0.3 270 |
| 792 Booker Steak (30387) - 1 mus 2.4 792

Trade Item Offered to Population-------------------------------------------------------|
| QTY ITEM VALUE |
| 252 Airburst Truffles (30496) - 1 mus 12 |
| 15000 Alien Livestock (30226) - 1 mus 0.08 |
| 792 Booker Steak (30387) - 1 mus 3

This base is trying to sell off his Alien Livestock at an lower price, as it got loads of it.. and they think it can get away with selling some Booker Steak at above normal prices... Why, maybe its the only base on the planet having them and the pop haven't got any in an long time???

I also think that items not offered often should have got an higher demand then those offered daily, making sure that those fixed deals are getting less worthwhile.
Also what you could consider is giving the population demand more based on total income instead of mu's.. You could add the wages being paid to the income of the planet.. An maybe even move some of the R&R money to the planetary income.

There are lots of creative ways to handle this and also generate some competition between bases on the planet.
Think about the economic wars you could make with it. By offering the same items as your competitors at an lower price making sure that the other base won't be profitable anymore
Jumping_Jack
QUOTE (Mica Goldstone @ Nov 4 2005, 03:14 AM)
Stellar production from NPC sources is the domain of the paying starbase.


This is the point I would propose changing, to enhance the non-combat side of the game - nobody is going to pay £2.25(?) to run a starbase which only has half-a-dozen complexes and a potential revenue at <$1,000 pw, (even if supplied with high-market value trade items).

QUOTE
Also outposts can't have public markets either so you wouldn't actually get more trade, in fact you'd get less because people that currently trade to a starbase could put a cheap outpost on the planet instead and get all the profit. (at looking at the markets it's the starbase and not the traders that make the lions share of the income, mostly because supply massivly outstrips demand)


I'm not proposing they have public markets - they would increase supply by providing an end destination for trade items - people would buy to supply their own small trade colonies, and perhaps have dozens of the things, visiting each in turn to keep them supplied.

If the public, planet-claiming starbase wishes to retain all the planetary trade for themselves, they could 'police' the planet, and kick off undesirables - just as they do with unauthorized colonies which may be expoloiting resources without permission.

It does however give the opportunity to fill a niche that is abandoned by some affs - entire large-population planets have no public markets, because the affs concerned cant be bothered. I am reliably informed that many dont bother supplying items to sell to pop either, and just coast on effortless income.

The infrastructure change may force affs to change this - but do they want to?

I was thinking of this as something which could be introduced NOW, instead of waiting for the infrastructure changes - since it is a simple case of removing a restriction, rather than coding a new process.

As for smuggling - illegal outposts and outposts illegally selling drugs are things that the change might open up; nobody is going to pay for a tiny starbase for those, either.

TonyH
Mica Goldstone
QUOTE (Sjaak @ Nov 4 2005, 09:13 AM)
This would mean that all bases would need to have an open market including the hidden ones. It also means that secret items will need to be made public.

I don't like this idea to say it mildly.

Are you saying that a world population with interstellar communication should know that the starbase is selling on a weekly basis 4000 Jux Quarks to the population at 12$/mu but this information could not be found out by other starbase owners?

What we are saying is that you put your 4000 Jux Quarks on the market at 12$/mu. Then anyone can buy them, other players and the world population. Why should you care who buys them as long as you get your 12$/mu?
Mica Goldstone
QUOTE (Jumping_Jack @ Nov 4 2005, 09:36 AM)
QUOTE (Mica Goldstone @ Nov 4 2005, 03:14 AM)
Stellar production from NPC sources is the domain of the paying starbase.


This is the point I would propose changing, to enhance the non-combat side of the game - nobody is going to pay £2.25(?) to run a starbase which only has half-a-dozen complexes and a potential revenue at <$1,000 pw, (even if supplied with high-market value trade items).

Are you suggesting that there should be a cut-down starbase at a reduced real price - e.g. no more than 100 factories/merch for say £1.50?
Sjaak
QUOTE (Mica Goldstone @ Nov 4 2005, 10:42 AM)
QUOTE (Sjaak @ Nov 4 2005, 09:13 AM)
This would mean that all bases would need to have an open market including the hidden ones. It also means that secret items will need to be made public.

I don't like this idea to say it mildly.

Are you saying that a world population with interstellar communication should know that the starbase is selling on a weekly basis 4000 Jux Quarks to the population at 12$/mu but this information could not be found out by other starbase owners?

What we are saying is that you put your 4000 Jux Quarks on the market at 12$/mu. Then anyone can buy them, other players and the world population. Why should you care who buys them as long as you get your 12$/mu?

You don't get my point.

First of all it would clutter the Open Market reports with starbases who are forced to sell on the open market just to be able to sell to the local pop.

Moreover people can spot the restricted items as I need to channel it through the Public Markets and people can spot if I have an secret base somewhere.

And ofcourse people would be able to spot if other players got some trade-arrangements. Basically LOTS of things which are now in the dark (or harder to spot) are now available for everyone.
Jumping_Jack
QUOTE (Mica Goldstone @ Nov 4 2005, 05:48 AM)

Are you suggesting that there should be a cut-down starbase at a reduced real price - e.g. no more than 100 factories/merch for say £1.50?


Well, I was just proposing a limited planetary sales facility (Not a full, open, market) at the existing 'free' outposts. Granted this would make paid-for starbases slightly less attractive, but on the other hand all these merchandising outposts will need the occasional paid-for update too - at very least an incentive to go for an 'enhanced' political, for the free updates.

I wasnt going as far as factory production, but...if the proposal outlined was implemented: I'd take two; My current situation is I am trying to build up one of my two larger outposts into a full starbase. If this were in effect, I'd convert one immediately, and one would follow within weeks - And I'd keep one as a 'minibase' even when the other got to full starbase size.... net more revenue from my positions, but accross the game as a whole... I dont know... I'd think so.

Added production across the board might upset things...

TonyH
Duckworth-Lewis
QUOTE (Jumping_Jack @ Nov 4 2005, 08:29 AM)
This might allow the nil-effort starbase merch income to be retained by the affs who wern't interested in trade, but create potentially worthwhile niches for the trading affs - trade outposts. Maybe even concealed bases, fed by smugglers! (ah-hem).

...if a concealed starbase could sell to the population, wouldn't that imply that it is advertising it's location in some way for those people to actually come and buy goods...and thus lose it's concealment?



Jumping_Jack
QUOTE (Duckworth-Lewis @ Nov 4 2005, 06:23 AM)
...if a concealed starbase could sell to the population, wouldn't that imply that it is advertising it's location in some way for those people to actually come and buy goods...and thus lose it's concealment?


In the same way that all the cocaine dealers are shopped to the drugs squad by the street peddlers who buy from them, in RL? Or the way somebody who imports 500,000 tax-free cigarettes or imitation Prada handbags is immediately reported to customs and excise by the shop-owners who care more about honesty than extra profit? tongue.gif

TonyH
Mica Goldstone
QUOTE
First of all it would clutter the Open Market reports with starbases who are forced to sell on the open market just to be able to sell to the local pop.
How can items that are legitmately for sale at competive prices be considered clutter?
QUOTE
Moreover people can spot the restricted items as I need to channel it through the Public Markets and people can spot if I have an secret base somewhere.
Do you think that it is reasonable that an entire population shop at a starbase on a regular basis but nobody off-world knows about it? Don't you think that this is a rather dubious part of the game that needs looking at?
QUOTE
And ofcourse people would be able to spot if other players got some trade-arrangements. Basically LOTS of things which are now in the dark (or harder to spot) are now available for everyone.
Why would these not be on the private market or conducted through authorisations?
brian kreiser
QUOTE (Mica Goldstone @ Nov 4 2005, 11:42 AM)
Are you saying that a world population with interstellar communication should know that the starbase is selling on a weekly basis 4000 Jux Quarks to the population at 12$/mu but this information could not be found out by other starbase owners?

What we are saying is that you put your 4000 Jux Quarks on the market at 12$/mu. Then anyone can buy them, other players and the world population. Why should you care who buys them as long as you get your 12$/mu?

So what you are doing is to make it even harder to generate stellars unless you only sell stuff at the price you would get by seeling it to the locals - This would remove trade as we know as you would remove the possibility to sell the goods at a lower price in order to attract trade as the locals will just buy it instead......

Brian, DTR
DEN_weenie
I may be getting confused but if you put stuff on the public market, you can still keep the location of your base secret?

Aren't there bases on the Phoenix Market List where the locations are not shown, hence people (like me) don't know where they are, yet I can see what they are selling or buying?

I recall positive discussions about infrastructure regarding trade and merchandise last year and what Mica has mentioned here hasn't changed from what was discussed/proposed then.

Instead of using the Sell Population order, you stick whatever it is you sell on the public market. You can still stick your other stuff on Private Market to sell at premium prices.

In a way, it makes trade more realistic and picking up on Brian's point, you should still be able to sell goods at low value. Who's to say that the locals only want to buy the cheap stuff, they may want the more expensive stuff that's come from some far away system? In RL, you go to the shops, there's cheap stuff on offer and there's expensive designer stuff too - people will buy both of them?

Anyway enough about stuff! smile.gif

cheers
weenie
Watcher
QUOTE (Mica Goldstone @ Nov 4 2005, 11:31 AM)
QUOTE
First of all it would clutter the Open Market reports with starbases who are forced to sell on the open market just to be able to sell to the local pop.
How can items that are legitmately for sale at competive prices be considered clutter?

The clutter, i think, would come from having 100s more goods on the market, solely put there for the locals to buy. This would put players off even trying to buy the items, as they would assume the locals will get there first. it makes it harder to spot genuine attempts to sell stuff to other players.

Duckworth-Lewis
QUOTE (Watcher @ Nov 4 2005, 01:44 PM)
QUOTE (Mica Goldstone @ Nov 4 2005, 11:31 AM)
QUOTE
First of all it would clutter the Open Market reports with starbases who are forced to sell on the open market just to be able to sell to the local pop.
How can items that are legitmately for sale at competive prices be considered clutter?

The clutter, i think, would come from having 100s more goods on the market, solely put there for the locals to buy. This would put players off even trying to buy the items, as they would assume the locals will get there first. it makes it harder to spot genuine attempts to sell stuff to other players.

The locals would presumably buy goods based on their local value.

Therefore an item like the Booker steak for example, which has a local value of 0.2 would not be particularly appealing to the people of Booker if the local starbase is selling at 1. However, on a planet where the the value is 2.4 a local *will* buy it because that is what it is valued locally at.

There may well be locals buying the goods at the prices set by the base, but it would probably be very few as I guess in theory they probably have NPC sources of those goods anyhow which are cheaper.

That also implies that you may actually be able to sell goods that have been imported locally for *more* than they are locally valued at....just perhaps not at the same rate as if you sold them at their/or cheaper than their local value

(NB the local value effectively becomes a guide to their value, not the amount you will sell them at)

Mica Goldstone
QUOTE (Watcher @ Nov 4 2005, 12:44 PM)
Itmakes it harder to spot genuine attempts to sell stuff to other players.

Please explain
ptb
QUOTE (Mica Goldstone @ Nov 4 2005, 02:22 PM)
QUOTE (Watcher @ Nov 4 2005, 12:44 PM)
Itmakes it harder to spot genuine attempts to sell stuff to other players.

Please explain

Have you looked at the market print outs for starbases with 100s of tradegoods?

Personally i ignore them, you can't see anything you want from the output, too much clutter.

On the other hand i rarely look at starbases list when i'm looking for goods, thats what the trade item list is usefull for, which makes the clutter less relevent.

With regards to Brian's point about good I'm in agreement with Weenie in that it makes it more realistic as well as giving the planet more 'choice'. Also i'd assume that the population wouldn't buy it all if you had enough goods, and if they will by a wide range of goods then it would stimilate trade.

The current system sufferes from the "this good is better" situtation, especially when you can get enough of a high value good to fill a populations market requirement.

I assume there will be a local price/demand for each good for the population, or at least for ones they have been introduced for (special actions to introduce more goods?), even if that price/demand isn't known to the players?
Duckworth-Lewis
QUOTE (Mica Goldstone @ Nov 4 2005, 02:22 PM)
QUOTE (Watcher @ Nov 4 2005, 12:44 PM)
Itmakes it harder to spot genuine attempts to sell stuff to other players.

Please explain

I think the lack of clarity would be that a starbase may have umpteen different trade goods that are primarily to be sold to the local population mixed in with the local goods that are targeted at traders.

Because of the various local values, and because a starbase selling goods would be looking to get a portion of the multiplier that a buying starbase would enjoy when it sells the good on, it may be difficult for a trader to differentiate from one starbase report what goods represent a good buy price.

Perhaps one way to solve this would be to have a 'Locally produced' section at the bottom/top of the market so that traders can see which goods they would most likely be able to make a profit from?

...of if that would be too much coding (in that the market would have to check each good against the planet of origin) perhaps a second Market Sell order could be used to put items in the seperate section - that may have the benefit of allowing the starbase to put other trade goods not neccessarily from the same planet, but which are primarily aimed at traders.

The second Market Sell would be for all intents and purposes the same order (and locals could still buy from it) - it just appears seperately.

ie;

Riva (1166) may look like this;

Strabase Specials
Quantity Selling Sell Price Item (Num) Quantity Buying Buy Price
500 1.00 Booker Steak (30387) 10000 0.10
50 5.5 Booker Gecko Skin (30398) 1000 3.5

Other Goods
Quantity Selling Sell Price Item (Num) Quantity Buying Buy Price
50 11.00 Andersitic Sculptures (30776) 10000 10.00
10 26.50 Antique (30312) 10000 25.00
17 16.47 Atlantean Silverware (30047) 10000 15.00


My main concern is what effect this would have on Perishable Trade Goods - will it be more difficult to sell them because more go to waste if the local pop decide not to buy them...

Another question is whether by opening up the market sell to the local populace, does that also open up the Market Buy order to them as well? ie could starbases find themselves in the position of selling on trade goods that are not sourced from resource complexes, but from NPC production?


Goth
I am probably in the minority here but I will chime in anyway. I like the way things are right now. You can make a good profit if you work a bit at it. I have bought and sold plenty on the open markets.

For those that want easy (no work) stellars, they can build starbases on planets that generate money at the merch centers. For people who don't want that, there is buying in one location and selling in another...or collecting special products and selling them elsewhere...

What's the problem? Why fix something that is not broken?

Goth
ptb
QUOTE (Goth @ Nov 4 2005, 03:36 PM)
What's the problem? Why fix something that is not broken?

It is broken though.

Currently it's essentially pointless to trade in low value goods, there are enough high value trade goods to saturate a planet.

I agree it's possible to make money, most of my trade ships make money each week and about half my starbases have population generated income, but that still doesn't change the fact trading is broken.

Mica Goldstone
QUOTE (Goth @ Nov 4 2005, 02:36 PM)
What's the problem? Why fix something that is not broken?

This is the soundest point I have read so far biggrin.gif

No it is not broken, and yes, the design is such that doing nothing will change very little. But there are many players in the game that want more depth. Just as I get many requests for new ways of blowing the crap out of enemies, I also get many request from players wanting to improve planetary economies. There is therefore a demand to add depth to this area of the game.

What we want to do (keeping it vague as all will be revealed in detail at the pubmeet) is to satisfy all parties. There will still be the basic system we have now, this being that the population will buy what you want to sell them, starbases will generate stellars through merchandising and everything will go in as before.
There will be some changes as to how this will be achieved, i.e. adding 5k food to the market at .2$/mu instead of selling this amount to the local pop, but they will buy it as this will be defined by the standard template.

The difference however will be that those that want to push this side of the game can do. Their world may have an affluent population so that they are prepared to pay 0.5$/mu for food, so the player may visit somebody else's starbase and buy the food that would normally have been sold to the local pop to place on his market.

From the above comments, all that is really needed is a way of defining what items you want to check market reports for to cut down clutter. How is this any different to the Tesco or Argos websites? You don't log in and see every item available...
ptb
QUOTE (Mica Goldstone @ Nov 4 2005, 03:56 PM)
No it is not broken

I guess that depends on what you consider broken to mean...

Personally a system were the population are equally likly to buy their weekly trade limit of food, as they are of diamonds (depending what the starbases decides to sell them) seems flawed to me ¬_¬
Goth
QUOTE (ptb @ Nov 4 2005, 03:26 PM)
QUOTE (Mica Goldstone @ Nov 4 2005, 03:56 PM)
No it is not broken

I guess that depends on what you consider broken to mean...

Personally a system were the population are equally likly to buy their weekly trade limit of food, as they are of diamonds (depending what the starbases decides to sell them) seems flawed to me ¬_¬

I don't want to spawn a thread of broken or not broken but I think that although this is a good point, it also forces starbase owners to coordinate their sales or suffer losses. It also forces you to sell products to different bases or have to "wait" until the world can absorb products.

I suspect that many players are sitting on huge stockpiles of products that could be sold on the open markets for the right price. The problem is that they don't want to sell the products for less than they could get at their own base and thus slowly dribble the products over time to their own populations.

I believe that most of the "problems" alot of players have is that they don't sell based on supply and demand but rather what they think they should be able to get for a product. Example: I sold 30,000 hive eggs at only $1 each, yes at a "loss" but it brought many players to my base where many other products were sold. I could never move that many life forms so it was all "profit" to me. I used that money to buy and sell products elsewhere for even more profit....

I look at the markets and wonder why people put products on the market for extremely high prices and they get mad if the stuff doesn't sell. If you put Industrial mods on the market for $150, you won't sell them... Try putting them on the market for $75..... I can hear the shocked gasps of horror BUT what good are a pile of IMs you aren't using vs the stellars you could be generating from"dead" inventory?

If you have piles of common goods that you can't move, sell them at 50% off and they will disappear. There is plenty of capacity to buy these products on the planets but people would rather sit on their goods and wait for top dollar. Bad business can't be fixed by rule changes....be creative.

That's all I'll say about that. I am not worried about rules that make it easier to generate profits, I'll be happy to do business in either environment.

Goth
ptb
My point was more that it doesn't make sense you can sell either x mus of some really cheap common good that everyone needs all the time, or x mus of some really rare expensive good that almost noone on the planet could probably afford, and not aonly that selling one has a direct 1:1 effect on selling the other...

If anything we could just dump all the lower value goods and have approximatly zero effect on the whole game, other than to tidy up the market pages somewhat...

The whole 'people are wanting too much money for goods' issue i'm not gonna get into.
Archangel
QUOTE (Mica Goldstone @ Nov 4 2005, 10:14 AM)
We are drafting a presentation on Infrastructure for the Pubmeet that will explain all the changes.

HI,

Allow me please to make an observation followed by a request.

I remember a time when discussions were taking place on game changes a year ago where it took me a number of weeks to understand from the postings exactly what people were talking about. It turned out that some players had the advantage of being present at the previous pubmeet.

May I ask that KJC package the same presentation that will be offered at this years pubmeet and forward to all players on the same date. In that way, players not able to attend are properly briefed with the intent, if not necessarily the results of the debate on that date.

Further, should debate at the pubmeet alter or add to the presentation, an amendment notice be sent to all players.

In this way, all participating players can acquire a common understanding of the plans in a far simpler fashion and over a much shorter interval.

Regards to all

Archangel
Watcher
QUOTE (Archangel @ Nov 4 2005, 04:14 PM)
QUOTE (Mica Goldstone @ Nov 4 2005, 10:14 AM)
We are drafting a presentation on Infrastructure for the Pubmeet that will explain all the changes.


If the details could be released the day before (on this forum, or wherever), I think it would be far more beneficial. It allows everyone to see whats happening at the same time (not just those lucky *!** who have the days off to go). It also means those who do go to the pubmeet have had a chance to read and re-read the proposals so can give a more thoughtful repsonse on the day, so yu get better feedback (rather than just their initial knee-jerk reaction).
Watcher
QUOTE (Mica Goldstone @ Nov 4 2005, 02:56 PM)
QUOTE (Goth @ Nov 4 2005, 02:36 PM)
What's the problem?  Why fix something that is not broken?

This is the soundest point I have read so far biggrin.gif



From the above comments, all that is really needed is a way of defining what items you want to check market reports for to cut down clutter. How is this any different to the Tesco or Argos websites? You don't log in and see every item available...

Thats what I (and others) were saying - the market site would be even more cluttered with this. An improved filter and an item link to its TM would be very useful (which is sort of what Tesco do<g>). When I see a base selling 100s of trade goods, if I dont recognise them, then I wont buy them. if I have to ask the player selling it what its TM is, then I will persue that further and cut a private trade deal (off market). Which defeats one of the purposes of the open market.

I have no problems with the idea per se - though I think there should be an option to set whether locals can buy the goods or not so the governor can control whats bought from his position by local npc's and so that the market site can be filtered to exclude items sellable locally. The opposite should also be possible (allow locals to buy, but not externals - if you are wanting to boost the local economy, you dont want foreigners buying the stuff even if you do get the cash. you might have been selling it at a reduced rate to help the locals also). This is how real world trade works too. Governments set taxes on items they want to control local consumption on (tobacco, alcohol, etc) and make it illegal to sell goods to external traders (encryption software, technology etc in the USA).

Mark
Jumping_Jack
QUOTE (ptb @ Nov 4 2005, 03:26 PM)
QUOTE (Mica Goldstone @ Nov 4 2005, 03:56 PM)
No it is not broken

I guess that depends on what you consider broken to mean...

Personally a system were the population are equally likly to buy their weekly trade limit of food, as they are of diamonds (depending what the starbases decides to sell them) seems flawed to me ¬_¬


I agree - it may not be broken, but it is damaged. It seems a LOT harder to turn a buck these days: I've done the whole 'make money through trading from starbase to starbase routine' and it's a lot more difficult than it used to be.

It is ****** hard to find a planet with a large population, without a starbase already raking in the nil-effort merchandising complex basic income. Loads of starbases operate 'closed' markets, and thus restrict planet merchandising income to the planet 'owner' - and even if they cant be bothered to cater for the 'sell to population' aspect themselves, they dont want to dilute the basic income - and nobody is going to run a starbase with only 6-12 merch complexes, even if they were given permission to take that aspect of merchandising.

My proposal was something which I would expect could be done relatively quickly, because it doesn't involve anything new, and would add something to the trading side of the game - which hasn't been developed at all in comparison to the combat side. It also would make possible a potential for 'black markets' (if it's still possible to hide outposts these days).

The infrastructure/merchandising changes are a seperate aspect which may need further discussion.

As for the balance between food/diamonds etc... I did put forward a proposal for a segmented market, by value of trade goods... about 18 months ago now... I think changes were put aside because the infrastructure changes would take care of things...

TonyH
ptb
QUOTE (Jumping_Jack @ Nov 4 2005, 06:21 PM)
and nobody is going to run a starbase with only 6-12 merch complexes, even if they were given permission to take that aspect of merchandising.

Actually the dilution factor probabably isn't a big issue, the "local" income is the lions share of starbase cash and that isn't effected, the "global" income would be reduced it's true but i'm sure you could come to a deal with someone. If that was the only issue i mean...

QUOTE
As for the balance between food/diamonds etc... I did put forward a proposal for a segmented market, by value of trade goods... about 18 months ago now... I think changes were put aside because the infrastructure changes would take care of things...


I hope it will, but the more people talk about it the more I think it won't still we can only wait I guess...
Jumping_Jack
OK, So it probably IS possible to get a decent income on an already occupied planet (provided the GTT hasn't dumped 100,000 Mu's of food and destroyed the market for the following 18 months mad.gif ).

However, people can run a limited number of full starbases... allowing outposts to 'sell to population' this would allow the increase in demand for trade goods by allowing them to be set up on large planets where the 'owner' couldn't be bothered shipping in trade goods, or on planets with populations too small to make a full starbase worthwhile, or illegally on planets, without permission, by keeping an outpost small enough to hide.

And, we could potentially get it soon, I'm sure.

TonyH
ptb
QUOTE (Jumping_Jack @ Nov 4 2005, 07:17 PM)
However, people can run a limited number of full starbases... allowing outposts to 'sell to population' this would allow the increase in demand for trade goods by allowing them..

Alternativly it could destroy all trade good trading because for a the relativly small investment of an outpost any starbase owner currently selling on a local market could instead ship to his own outpost on the distance planet and sell there taking all the profit. smile.gif
Lord Scrimm
I think that part of the confusion about the requirement to put items on the Open Market to sell to the local population stems from the habit of players running a starbase either Buying OR Selling an item. Very rarely is there anyone doing both. With the new infrastructure changes, I see this changing.

For instance, I generate a Unique Life resource worth .1 stellar/mu at it's source.

At it's source base I wouldn't be buying them and I'd sell them for .8/mu. This would generate a small Local Pop revenue from the resource, but would make it available to others to buy and speculate.

At a destination base, I'd buy it for 1/mu and sell it for 1.2/mu on the Open Market. The locals would buy it all at that amount (no sane trader would - though a desperate one might) and this gives the merchant that moves the goods a profit.

This serves to identify where the trade locations for items are - the sources wouldn't be buying the items, but the destinations would be both Buying and Selling.

This further serves to encourage trade in that EVERYONE has to put their goods on the Open Market. This reduces the incentive for Affs to just trade internally as the markets for their goods will be seen and can be exploited by other traders.

For instance, I have a private unique trade Item worth 4/mu locally. If I want to sell it to the population of another system, I'll have to put it on the Open Market there. I'll have to advertise it's properties and the like to generate an interest and this will be reflected by it's appearance on the market. Other Traders will be able to see this Trade Item and may determine that it's interesting enough to risk buying at 72/mu. However, they will have to find a starbase that is willing to purchase it and they will have to put the same item on their markets - this adds a whole new level to controlled unique items and their trade and could be very interesting.

Just my 2p on the Infrastructure.

Cheers,

Rich Fanning
aka ph34r.gif
Lord Lawrence Scrimm
CIA Intelligence Director
Jumping_Jack
QUOTE (ptb @ Nov 4 2005, 10:22 PM)

Alternativly it could destroy all trade good trading because for a the relativly small investment of an outpost any starbase owner currently selling on a local market could instead ship to his own outpost on the distance planet and sell there taking all the profit. smile.gif


Possibly... Currently, that is pretty much what happens with most high-value stuff, I think. People just ship their own unique trade items to starbases they own as far away as possible. That's what I'll be doing, with the only low-volume, high value unique I have access to - pass it to a trade partner for now, maybe ship to an allied, or my own, starbase later on.

It just seems common sense that demand for trade items would go up, therefore trade activity would go up, if there were more 'sinks' for trade items.

I have an o/p on a planet with a pop of just 20K, and a trade demand of 49MU's at $1. Shipping in a few hundred MU's of a high-value unique trade item would be worthwhile if it could be sold by the outpost, over several weeks. It would not be remotely worthwhile turning it into a starbase just for this tiny market though...

If I cant buy the uniques to sell, there's a bigger incentive to go and FIND some, which would generate more exploration/SA income for kjc maybe...

Dan Reed
the point about both buy and sell is a good one - it shows exactly how much profit the receiving starbase hopes to get...the fear of clutter can be sorted with a good filter/disply system - it's a question of presentation to support the improved functionality smile.gif

I very much doubt that outposts will ever be allowed to sell to locals without some charge - in effect the bases are the main way for stellars to enter the game and act as a natural limit to expansion - why would people pay KJC to add another base, if they could drop down a few outposts to service some small populations' merchandising needs? Even to the point where a few players may close some "cash cow" bases and lose KJC revenue. You wouldn't even get an update fee from many of the bigger players as we have the higher cost politicals.

The game is at the bottom of it a commercial entity - David and Mica (and the KJC staff) do have the right to earn a fair living from it! So while I can see a case for a cheaper base option where there are limits imposed but a small amount of merch/production - it might even help players ease into the pay-to-play part of the game, especially those who want to build their first base from scratch. But I can't see free to play income-generating outposts coming in to be honest

Dan
ptb
Rich's view on the infrastucture changes seems sound enough to me, and sounds like it would aid the trading system a whole lot, depending how the populus decided to buy goods that is. (you sell at x8 localy? wow, I sell at x5 and hardly get any traffic on that good sad.gif)

However it brings up the whole issue of illegal goods, how would you go about selling these to a population? I imagine you could have a 'public market' with an undisclosed location / details etc etc, but if there is anyone activly selling the less legal drug type goods I imagine this would mean they'd have to open another starbase to do so?
Pride_Motnahp
i haven't been able to read everything on this thread so i'm sorry if i'm reapeating somthing,

what if a starbase had two markets on external that is seen by everyone much like the one we have now, and one for the population of the planet listing all the goods that the base is offering to sell.

could also mean that other bases could send operatives to scout the bases population market so they could udercut them on some products.

just a thought.

Sjaak
QUOTE (Pride_Motnahp @ Nov 7 2005, 12:03 PM)
i haven't been able to read everything on this thread so i'm sorry if i'm reapeating somthing,

what if a starbase had two markets on external that is seen by everyone much like the one we have now, and one for the population of the planet listing all the goods that the base is offering to sell.

could also mean that other bases could send operatives to scout the bases population market so they could udercut them on some products.

just a thought.

This is what I am trying to suggest from the start.

One market for the locals, which is not normally shown to everyone, only for those who are on the planet... and one public market for the merchants.

We could make it an order which every ship thats landed or docked can issue "Get Local market". Actually you should also be able to buy from the population that way, so that you can increase your low volume resource complexes a bit.
Duckworth-Lewis
QUOTE (Sjaak @ Nov 7 2005, 01:52 PM)
QUOTE (Pride_Motnahp @ Nov 7 2005, 12:03 PM)
i haven't been able to read everything on this thread so i'm sorry if i'm reapeating somthing,

what if a starbase had two markets on external that is seen by everyone much like the one we have now, and one for the population of the planet listing all the goods that the base is offering to sell.

could also mean that other bases could send operatives to scout the bases population market so they could udercut them on some products.

just a thought.

This is what I am trying to suggest from the start.

One market for the locals, which is not normally shown to everyone, only for those who are on the planet... and one public market for the merchants.

We could make it an order which every ship thats landed or docked can issue "Get Local market". Actually you should also be able to buy from the population that way, so that you can increase your low volume resource complexes a bit.

Think about it though - if a base sells goods at a different rate to locals and traders, then you risk losing that local market because it would not be too difficult to see that they are being ripped off!

Assuming Local value will still be involved, presumably what the locals buy from a starbase market will mostly be governed by the price they are put up for sale at - that is, they will not be in a rush to buy goods that are excessively greater than the local value (ie; trade goods produced at the base that are aimed at traders), whilst they would buy imported goods that the market sells at/around the local value (which already takes distance factors into account).

If a trader wants to buy goods that you have set at the price you intended for locals - then you don't lose out. Similarly if a local buys a goods at the 4/5/6 times the local price that most starbases set then again, the base doesn't lose out.

It does mean that if someone has the will to look through all the trade markets then you can see what starbases are selling locally...but, assuming that NPC information passes across the galaxy, why would it be secret anyhow?

The one real concern is that perishable goods may take longer to sell
ptb
QUOTE (Duckworth-Lewis @ Nov 7 2005, 02:15 PM)
The one real concern is that perishable goods may take longer to sell

Maybe perishable goods in starbases should degrade slower (larger, high power using super freezers and what not)?

QUOTE (Pride_Motnahp @ Nov 7 2005, 12:03 PM)
what if a starbase had two markets on external that is seen by everyone much like the one we have now, and one for the population of the planet listing all the goods that the base is offering to sell.


Why have two lists? It doesn't appear to gain anything I can think of?
Sjaak
QUOTE (Duckworth-Lewis @ Nov 7 2005, 01:15 PM)
Think about it though - if a base sells goods at a different rate to locals and traders, then you risk losing that local market because it would not be too difficult to see that they are being ripped off!

There is an difference between selling wholesale and to consumers..

I suggest that you try to get an copy of Microsoft Windows at wholesale prices (or OEM) directly from Microsoft UK.
ptb
QUOTE (Sjaak @ Nov 7 2005, 03:56 PM)
There is an difference between selling wholesale and to consumers..

I suggest that you try to get an copy of Microsoft Windows at wholesale prices (or OEM) directly from Microsoft UK.

Thats easy if your buying bulk.

And as some planets people sell to are buying in the order of 5000 units a week i'd count that as bulk.

How much is an food is an mu anyway? Are we selling to population, or local traders? etc etc
Garg
actually the public markets is not that big a deal, what i am more wondering about is the following, how will natives deside what to buy?

Lets say 2 affs on a planet, both sells food for that matter, both begins at 0.2 (think thats their value to local pop) then one of them changes to 0.19, does that mean if local demand is 2k, that one base will suddenly get 2k sold for that week? especially if the other governor does not notish the change in price.

if local population dont buy 2k of the cheapest base, then why is that?

if they do, then i say, poor people on low demand planets, especially if they got few resources to sell.
Duckworth-Lewis
QUOTE (Garg @ Nov 7 2005, 04:44 PM)
actually the public markets is not that big a deal, what i am more wondering about is the following, how will natives deside what to buy?

Lets say 2 affs on a planet, both sells food for that matter, both begins at 0.2 (think thats their value to local pop) then one of them changes to 0.19, does that mean if local demand is 2k, that one base will suddenly get 2k sold for that week? especially if the other governor does not notish the change in price.

if local population dont buy 2k of the cheapest base, then why is that?

if they do, then i say, poor people on low demand planets, especially if they got few resources to sell.

I would expect that there would still be some element of local/world trade in play.

If we assume that local sales are a mixture of selling to local traders who will distribute those goods to other colonies around the planet, and colonists in the vicinity buying direct from the starbase then that would imply that it may still be cheaper for a colonist who lives close enough to buy food from the base selling at 0.2, than buying from a trader who brought from the base selling at 0.19 because the trader will have added his/her own markup.

It would obviously depend on the price difference though, the demand for that good, and possibly on what variety of goods a base sells (ie; the bigger variety of goods available, the stronger the customer base would become).
Garg
well from what i have seen at some planets, if not really low tech, then do most local merchants if you will call them that, using what would be considered shuttles, so distance from starbase is not important.
ptb
QUOTE (Garg @ Nov 8 2005, 01:47 AM)
well from what i have seen at some planets, if not really low tech, then do most local merchants if you will call them that, using what would be considered shuttles, so distance from starbase is not important.

Depends if they consider that extra 0.01 stellars an mu worth the cost of crew for their shuttle happy.gif
Garg
if a local merchant is mainly using a shuttle, then will they do as we do, when we use ships, do the best action, that means buying low and sell as high as possible, so that means the starbase with the best value (lowest) will always sell its goods first.
Sleeps With Dragons
Depends on how the mechanics work really. There is a cost assosciated with having a ship traverse a longer distance for a cheaper price, and the price will dictate whether or not it is worth sending a ship the extra distance or not. Ie is it actually more cost effective to travel half the time to pick up more expensive goods. The same should really apply to local markets too. Of course, whether the game mechanics will reflect this?

Mark
Duckworth-Lewis
QUOTE (Garg @ Nov 8 2005, 04:36 PM)
if a local merchant is mainly using a shuttle, then will they do as we do, when we use ships, do the best action, that means buying low and sell as high as possible, so that means the starbase with the best value (lowest) will always sell its goods first.

Though that assumes that the travel costs are the same no matter how far a shuttle journey is.

...and it would possibly cheaper for a local trader to move goods 1 or 2 sectors away by ground transport rather than by shuttle (possibly because it doesn't cost as much to employ someone to drive a crawler as it does a shuttle, and/or a crawler can carry more cargo).

Dependent on the value of the good undercutting another starbase by 0.01 shouldn't give you the whole market - a market share advantage yes - but not the whole market as that implies that the local population are only interested in price.

The market sell price should only be one factor (albeit a major one) as to where the local population buy from. Others could include;

Stability of market prices
Variety of goods available
Facilities available at starbase (Recreation and perhaps Hospital complexes)
Direct sales to people in the immediate vicinity of the base
Ease of access for the planetary population
Level of Security? - higher the security level the more off-putting it is?
ptb
QUOTE (Duckworth-Lewis @ Nov 8 2005, 05:08 PM)
Level of Security? - higher the security level the more off-putting it is?

Or the lower if it means more 'crime' wink.gif
Sees With Knowledge
I guess this would also raise the question of whether a starbase in a rocky / mountain area would have as many customers as a starbase in a population centre, for an otherwise like for like situation. I.e. does that accessibility of the starbase affect it's customer base?

I guess it all depends just how far the infrastructure changes are going to take things...
hlq-pd chris a
QUOTE (Duckworth-Lewis @ Nov 8 2005, 04:08 PM)


...and it would possibly cheaper for a local trader to move goods 1 or 2 sectors away by ground transport rather than by shuttle (possibly because it doesn't cost as much to employ someone to drive a crawler as it does a shuttle, and/or a crawler can carry more cargo).



just to play devils advocate here could a starbase not allocate so much of its shuttleport capability to assist with the delivery of goods to the planet surface? hence free delivery ( just like tesco's )


Sleeps With Dragons
QUOTE (Sees With Knowledge @ Nov 9 2005, 12:43 PM)
I guess this would also raise the question of whether a starbase in a rocky / mountain area would have as many customers as a starbase in a population centre, for an otherwise like for like situation. I.e. does that accessibility of the starbase affect it's customer base?

I guess it all depends just how far the infrastructure changes are going to take things...

This of course differs for different races I know we have several Mohache villages within the mountians - or are we getting too in depth now tongue.gif .
ptb
Depth is good happy.gif

But it all depends on that hte pubmeet proposal will be i reckon.

I hope i can be there :/ or that we get the info as well.
Mica Goldstone
QUOTE (Jumping_Jack @ Nov 4 2005, 06:17 PM)
However, people can run a limited number of full starbases... allowing outposts to 'sell to population' this would allow the increase in demand for trade goods by allowing them to be set up on large planets where the 'owner' couldn't be bothered shipping in trade goods, or on planets with populations too small to make a full starbase worthwhile, or illegally on planets, without permission, by keeping an outpost small enough to hide.

Currently I am writing up the presentation. I came across a point - this being that while outposts cannot be used to generate stellars directly from planetary populations, there was a question mark over whether they could generate illegal revenue. This revenue would in fact be removed from legitimate starbases on the world.
Example: You could sell items via the black market, however this would reduce the merchandising stellars of the starbases on the world.

So if the only starbase on the world normally produces 50k$ through merchandising, the illegal sales of goods via the secret outpost was to the sum of 5k$, the starbase would only gain 45k$ - obviously they will then come-a-looking! mad.gif

This we felt did not violate the free stellar aspect of the game.
ptb
QUOTE (Mica Goldstone @ Nov 9 2005, 05:55 PM)
So if the only starbase on the world normally produces 50k$ through merchandising, the illegal sales of goods via the secret outpost was to the sum of 5k$, the starbase would only gain 45k$ - obviously they will then come-a-looking! mad.gif

Sounds to be that it would be really easy to destory another affilations revenue streams if you could do it with a free outpost.

I'm assuming it's not going to be that easy?
Jumping_Jack
QUOTE
This we felt did not violate the free stellar aspect of the game.

I'm a little confused - Is this actually a facility which is already in, or one which will be introduced?

QUOTE
Sounds to be that it would be really easy to destory another affilations revenue streams if you could do it with a free outpost.

As for destroying revenue streams: I was only ever proposing the facility to 'sell to local population' rather then the core 'merchandising income'.

So, for a particular starbase that I used to control, the basic $21,114 profit from the 99 merchandising complexes, generating income from local and global factors, would be totally uneffected by an outpost, which couldn't grab that income.

The planetary trade good demand for 645 MU's of trade items, at a basic price of $1.02/MU, could be grabbed by an outpost - a maximum loss of 16K, even if the starbase made a living by selling ambrosia, and decided to sell nothing.

More likely they are selling goods worth a few thousand stellars, and would loose half of it due to the drop in value due to exceeding the demand. $2K/week - in competition with an outpost with seven merchandising complexes (should be easy to spot at that size).

What I was envisaging would be trade outposts of maybe 2-3 merchandising complexes... potentially meeting any drugs demend, instead of just the trade item demand.

TonyH
Dan Reed
According to the outline Mica has previously published, merchandising factors and trade demand are intertwined with the infrastructure changes - so yes "interfering" with one will have an effect on the other - all of this area of the game is going to change, remember biggrin.gif

Dan

Sleeps With Dragons
QUOTE (ptb @ Nov 9 2005, 10:45 PM)
QUOTE (Mica Goldstone @ Nov 9 2005, 05:55 PM)
So if the only starbase on the world normally produces 50k$ through merchandising, the illegal sales of goods via the secret outpost was to the sum of 5k$, the starbase would only gain 45k$ - obviously they will then come-a-looking!  mad.gif

Sounds to be that it would be really easy to destory another affilations revenue streams if you could do it with a free outpost.

I'm assuming it's not going to be that easy?

I'm looking forward to these changes and in seeing what depth they bring to this part of the game, but I have to agree here, it does seem that this may provide an easy option for attacking revenue income.

Perhaps the percentage should be across all the outsposts on a planet as a whole (so 5% of income will be divided between the number of outposts, so the more outposts someone puts downm the less each of them would bring in) - after all, just because you can get hold of things illegally, it doesn't mean that all the population are going to do it that way. I would summise that there is only a certain percentage on any given planet that would have access too and/or be willing to trade in black market goods.
HPSimms
>So, for a particular starbase that I used to control, the basic $21,114 profit from the 99 merchandising complexes, generating income from local and global factors, would be totally uneffected by an outpost, which couldn't grab that income.<

This sounds as if it would need a new style complex - Trading Complex, which sells to locals but doese not do the Merchandising thing. It would include an inherant risk of crashing the markets if over done, in fact an economic weapon rather than a trading extra tongue.gif

Geoff
Jumping_Jack
QUOTE (HPSimms @ Nov 10 2005, 10:54 AM)
This sounds as if it would need a new style complex - Trading Complex, which sells to locals but doese not do the Merchandising thing.  It would include an inherant risk of crashing the markets if over done, in fact an economic weapon rather than a trading extra tongue.gif

Geoff


No, the idea was simply to have normal merchandizing complexes partially operate, rather than not at all. After all, mines DO operate in outposts, factories DONT - all controlled by the starbase/outpost status; i.e. If outpost: CAN sell 100 MU's to local population, CANT generate 'merchandizing' income, CANT operate market.

And, I must admit I dont know what shape the merchandizing is planned to be after the infrastructure changes are implemented... I dont generally plan more than six months ahead tongue.gif . I was envisaging this as something which could be introduced in the meantime, being largely a case of not blocking something which would happen anyway, if not blocked, which is always a FAR simpler solution, in every IT project I've worked on... and those are the ones that generally work first time, too wink.gif .

There are arguments for and against. Why should merchandising income be 'protected' anyway? I'm still for, but it's a commercial game, not a democracy.

TonyH
gordon
I'd like to see their ideas in action before I rip them apart :-D

Seriously though, anything that breathes new life into trade will be a welcome change.

Eventually I hope the changes will stop coming and we can concentrate on playing the game (well the major changes anyway ... a constantly evolving game is also nice:-))

With regards to bases at lower costs. In the old US BSE there was two types of bases: a production base and a research base. The difference being that research bases could run research complexes more efficiently but at the cost of running factories inefficiently. In phoenix that could be changed to putting a limit to how many factories and mines could be run there, but getting the update at lower costs.

Gordon
Mica Goldstone
QUOTE (gordon @ Nov 21 2005, 08:35 PM)
In phoenix that could be changed to putting a limit to how many factories and mines could be run there, but getting the update at lower costs.

Already suggested this.

QUOTE (Mica Goldstone @ Nov 4 2005 @ 03:14 AM)
Are you suggesting that there should be a cut-down starbase at a reduced real price - e.g. no more than 100 factories/merch for say £1.50?

Frabby
What would happen if KJC remove Outposts from the game by turning them all into Starbases, and simply change Starbase turn fees to 1 Penny for every 10 active complexes?

It would remove the somewhat artificial differentiation between outposts and starbases.

It would make all complexes equally expensive to run with regards to real life money, and thus not over-value factory production in comparison to special complex production and ore mining. (Which might also solve the Ore Prices issue in that other thread.)
Clay
Interesting idea Stephan.
This could also encourage starbase to specialise more. Currently, as you're paying the same fee no matter the number of complexes, everyone wants max special complexes, max mines, max factories etc, etc.

A charge-per-complex system may make some starbases more attractive, even though they're not on a great mineral deposit etc.

Would like KJC's take on this concept cool.gif
Ro'a-lith
QUOTE (Frabby @ Nov 22 2005, 11:16 AM)
What would happen if KJC remove Outposts from the game by turning them all into Starbases, and simply change Starbase turn fees to 1 Penny for every 10 active complexes?

It would remove the somewhat artificial differentiation between outposts and starbases.

It would make all complexes equally expensive to run with regards to real life money, and thus not over-value factory production in comparison to special complex production and ore mining. (Which might also solve the Ore Prices issue in that other thread.)

Forgive me for being skeptical, but won't this just return us to/excerbate the same situation of the wallet wins that we had in BSE?
gordon
QUOTE (Ro'a-lith @ Nov 22 2005, 12:03 PM)
Forgive me for being skeptical, but won't this just return us to/excerbate the same situation of the wallet wins that we had in BSE?

He does have a point there :-)
gordon
QUOTE (Mica Goldstone @ Nov 22 2005, 09:01 AM)
QUOTE (gordon @ Nov 21 2005, 08:35 PM)
In phoenix that could be changed to putting a limit to how many factories and mines could be run there, but getting the update at lower costs.

Already suggested this.


Sorry.

The thread is so long I just read the more interesting looking ones blink.gif

Missed yours tongue.gif

I like the idea of two different costs.

I've encountered SA's which promise the creation of special complexes or bonusses for research conducted ... provided a base was built there. Problem is that the locations have all been too poor to make me spend an additional 2.25£ for a base that will be useless for anything else but what the SA's promise. At lower real life costs I may consider it. Not certain i'd go for it but if the rewards were great enough I'd certainly think it over unsure.gif

Gord
Duckworth-Lewis
QUOTE (Ro'a-lith @ Nov 22 2005, 12:03 PM)
Forgive me for being skeptical, but won't this just return us to/excerbate the same situation of the wallet wins that we had in BSE?

Isn't there an element of that anyhow because an affiliation with more big spending players can run more starbases and thus take advantage of more merchandising complexes?

Watcher
QUOTE (gordon @ Nov 22 2005, 11:35 AM)


I've encountered SA's which promise the creation of special complexes or bonusses for research conducted ... provided a base was built there. Problem is that the locations have all been too poor to make me spend an additional 2.25£ for a base that will be useless for anything else but what the SA's promise. At lower real life costs I may consider it. Not certain i'd go for it but if the rewards were great enough I'd certainly think it over unsure.gif

Gord

Depends on what your SAs say, but both Resource complexes and research complexes work at an outpost - so no need to pay anything (beyond an occasional 70p to check up on research)?

It can be argued that everything in the game already has a real world cost. Only bases can generate stellars, so there is a real world correlation to the pound; it might be 20,000 stellars to the Pound (and will vary from base to base), but KJC would know the "average" (number of paid bases, times cost divided by stellars produced).
Ro'a-lith
QUOTE (Duckworth-Lewis @ Nov 22 2005, 12:45 PM)
Isn't there an element of that anyhow because an affiliation with more big spending players can run more starbases and thus take advantage of more merchandising complexes?

Hence the comment on exacerbating the situation smile.gif

On second thoughts though, 1p per 10 complexes would probably work out less per week across all my starbases/outposts than I'm currently paying for 5 starbases. It would certainly work out differently for players running one or two starbases and lots of outposts, though.

Another thing to consider is that this creates the situation of real life cash limiting the growth of starbases, with people having to pay for mining outposts which are providing their main base's factories with minerals, etc etc.

Goth
QUOTE (Ro'a-lith @ Nov 22 2005, 01:11 PM)

On second thoughts though, 1p per 10 complexes would probably work out less per week across all my starbases/outposts than I'm currently paying for 5 starbases. It would certainly work out differently for players running one or two starbases and lots of outposts, though.

Another thing to consider is that this creates the situation of real life cash limiting the growth of starbases, with people having to pay for mining outposts which are providing their main base's factories with minerals, etc etc.

I'm sure everyone can figure out a scheme that would lower their own cost at the expense of the way others have structured their positions over time... The point is that you knew what the cost of running 5 starbases was when you set them up, if it gets to be too much you can turn one of them into an outpost for a while. The flexibility of the current system is reasonable and predictable.

Paying per complex is so artificial that I hope KJC wouldn't really consider it. Most of the changes in the game are based around making the game more "realistic". I can't imagine a starbase governor deciding on whether to build another factory based on it costing him another RL $.

Right now, there are ways to keep RL costs reasonable and predictable. A pay per complex scheme would punish successful growing players by charging them more for being active and growing their positions. It would actually reward stagnant play (even more so it would reward scrapping of marginal outposts/base complexes).

Goth
Matriarch Queen
I would not mind a system, as suggested above, with something between starbases and outpost.

That position could be, for example, a starbase that don't generate any stellars (i.e. no active merch complexes). This would have the benefit of making it more interesting to build starbases on asteroids or moons with good ores but no merch value, instead of only building starbases on garden worlds.

i.e.

outpost - zero weekly cost
non stellar generating starbase - example £1.25-1.50
full starbase - £2.25
Jumping_Jack
QUOTE (Matriarch Queen @ Nov 22 2005, 02:46 PM)


That position could be, for example, a starbase that don't generate any stellars (i.e. no active merch complexes). This would have the benefit of making it more interesting to build starbases on asteroids or moons with good ores but no merch value, instead of only building starbases on garden worlds.

i.e.

outpost - zero weekly cost
non stellar generating starbase - example £1.25-1.50
full starbase - £2.25


Or, linking this thread back to the topic I started it with, from which it has had a nice wander...

Possibly the 'intermediate' level starbase could 'sell to local population', but not have automatic stellar income from just existing?

I'm quite keen on the limited starbase idea... to avoid the drive to scrap complexes to reduce real-life costs, how about just charging a scale depending on the number of active complexes?

e.g. 1-50 active complexes - free
51-100 active complexes - 70p
101-150 active complexes - £1.40
150-250 active complexes - £2.10

... I'm not sure where to go from here, but constructive criticism is welcome, particularly from the parties who actually control these matters.

And... to encourage the step up to an 'enhanced' political position... how about the first 70p charge for any starbase/outpost position counts as an 'outpost update charge' under the current terms... i.e. a £4(?) political could run unlimited starbases each up to 100-complexes, for free.

TonyH
ptb
QUOTE (Jumping_Jack @ Nov 22 2005, 04:48 PM)
Possibly the 'intermediate' level starbase could 'sell to local population', but not have automatic stellar income from just existing?

I'm dead against this point, for the simple reason that it would remove what little life remains in the trading system, although I reserve the right to change my view after Mica releases the new infrastucture changes.

As to having a non-stellar-producing-starbase-outpost-hybrid that could have factories I can defeninatly see the use of that, and know of two locations i'd covert outposts too right now (but which aren't worth spending the full £2.25 on... obvoiusly it would depend how much this cost a week)

I'm not so sure about the cost per number of complex thing, because you'd just get sitiuations like with ships (where everyone builds to multiples of 10 hulls or 25 hulls based on tech / isr etc etc) which doesn't feel very natural to me.

Of course i'd be happy to pay/use-free-updates for weekly updates on certain platforms and outposts, rather than having to issue a "request update" each week.
Matriarch Queen
My idea was to keep the hybrid-starbase just like a starbase except for the fact that it can't have any active merch complexes, i.e. it won't generate stellars automatically and can't sell to local population. It would, however, be able to run a market just like regular starbases.
Jumping_Jack
I do think that allowing production at outposts, or sub-full starbases would have a bigger, and perhaps worse, impact on the game that allowing a little extra trade income - especially as it's 'active' trade, i.e. actually importing and selling nominal items, rather than the extortion or usury, which is apparently the source of local/planetary merchandising income.


TonyH
Dan Reed
QUOTE (Jumping_Jack @ Nov 22 2005, 03:48 PM)
And... to encourage the step up to an 'enhanced' political position... how about the first 70p charge for any starbase/outpost position counts as an 'outpost update charge' under the current terms...  i.e. a £4(?) political could run unlimited starbases each up to 100-complexes, for free.

you would still need to stop merch income from those (not necessarily the sale to local, haven't thought that through but it seems "better" in some way smile.gif ) - otherwise within a year I could have about 250 RL-free 100 complex starbases on a single planet each earning over $25k a week net...

The limit to the game is the income potential - if you take that away by allowing merch income for free (even in a limited sense) you expand what any single player can do. You then need to look at an efficiently run aff, and expect them all to do that, and calculate the result on the game.

I know that I'm glad that I don't have to make game balance calls biggrin.gif
Clay
QUOTE (Ro'a-lith @ Nov 22 2005, 10:03 PM)
QUOTE (Frabby @ Nov 22 2005, 11:16 AM)
What would happen if KJC remove Outposts from the game by turning them all into Starbases, and simply change Starbase turn fees to 1 Penny for every 10 active complexes?

It would remove the somewhat artificial differentiation between outposts and starbases.

It would make all complexes equally expensive to run with regards to real life money, and thus not over-value factory production in comparison to special complex production and ore mining. (Which might also solve the Ore Prices issue in that other thread.)

Forgive me for being skeptical, but won't this just return us to/excerbate the same situation of the wallet wins that we had in BSE?

Yes. Yes it will. Nicely noted Richard.

*withdraws support for that idea* rolleyes.gif
ptb
QUOTE (Dan Reed @ Nov 22 2005, 10:21 PM)
otherwise within a year I could have about 250 RL-free 100 complex starbases on a single planet each earning over $25k a week net...

I wish i had a single starbase that earned me 25k net a week.....
Jumping_Jack
QUOTE (Dan Reed @ Nov 22 2005, 09:21 PM)

you would still need to stop merch income from those (not necessarily the sale to local, haven't thought that through but it seems "better" in some way smile.gif ) - otherwise within a year I could have about 250 RL-free 100 complex starbases on a single planet each earning over $25k a week net...

The limit to the game is the income potential - if you take that away by allowing merch income for free (even in a limited sense) you expand what any single player can do. You then need to look at an efficiently run aff, and expect them all to do that, and calculate the result on the game.



Scaling the income potential according to rl cost could be an answer to that, for instance:

'Free' outpost - zero merch income - up to 50 active complexes
75p outpost - 25% merch income - up to 100 active complexes
£1.50 outpost - 50% merch income - up to 150 active complexes
£2.25 starbase - full merch income - unlimited active complexes

I'm still wanting 'sell to local population' to be limited purely by the number of active merchandising complexes - why should this 'resource' be protected, when mineral deposits, and resource exploitation proper, isn't?

TonyH
ptb
QUOTE (Jumping_Jack @ Nov 23 2005, 08:51 AM)
I'm still wanting 'sell to local population' to be limited purely by the number of active merchandising complexes - why should this 'resource' be protected, when mineral deposits, and resource exploitation proper, isn't?

Because it's a resource that generates stellars, and you need to balance stellar generation with stellar destruction (in the form of wages mostly), otherwise you get problems smile.gif (or rather kjc do)

In game reasons i guess the c&c overhead for the merchandising system requires x, y and z which are only avalible on a fully fleadged starbase. smile.gif

Besides which if was fairly cheap (or free) to setup an outpost wherever you wanted to sell your trade goods you'd kill the trading systems as there would be no value to not doing so.
Jumping_Jack
QUOTE (ptb @ Nov 23 2005, 08:22 AM)

Because it's a resource that generates stellars, and you need to balance stellar generation with stellar destruction (in the form of wages mostly), otherwise you get problems smile.gif (or rather kjc do)



The 'Sell to local population' element of merchandizing is peanuts, compared with the 'Local + Global merchandising income' element.

An outpost I control, which would be a serious contender to be upgraded to a 'lesser' starbase, has a local max of $74, with a drop of $35 per ten complexes, and a global max of $24 with a drop of $3 per ten complexes.

Therefore, thirty active merchandising complexes, on full effectiveness, would generate $1,800 stellars pw, at a cost of $300 pw. A profit of $1,500 pw, for doing precisely nothing.

I did not propose that this be allowed at starbases, and would place limits on it's effectiveness if allowed at all on a less than 'full' starbase.

The trade-goods demand however, is 49MU's at a value of $1. If I managed to ship in an trade item with a value at that starbase of $12, which would be acheivable by carting it across two periphery boundries, I'd raise... $588 pw. Wage costs would be only $15, but I'd either have to source the stuff myself, which would require a supplier outpost... probably at least four or five complexes... a ship to support (crew, maintenance, piracy risk) - say another $200 pw. Net profit in the region of $300 pw - for quite a lot of effort (= trade activity).

Hardly a game-upsetter, compared with allowing ten mines and a thirty-factory mass-production line, knocking out 15 patches - enough of those totally undermines the changes imposed to limit the megafleet wars.

TonyH
ptb
However if i put a similar outpost on every planet i currently deliver trade goods too, then i can cut out the starbases and sell directly the the population of any planet i choose at, as you pointed out, minimal costs to myself recouping 100% of the profit margin.

Thereby destroying the trading system, and at the same time gaining me potential markets totalling thousands of mus and tens of thousands of stellars a week, again with minimal effort on my part.

Personally I agree that free factory outposts would also be bad, and although I would pay for a factory outpost i'm now not sure it would be a good move for the game balance.
Ro'a-lith
I'd hardly say the sell to local population is complete peanuts. I have a $1.5/MU lifeform trade good in Twilight. Shipping it through two jumps and two stargates, it nets $47.7/MU or so at the destination starbase. My demand on the planet in question for lifeforms is in the ~2200 or so region.

Admittedly, it's not often I can completely fill the weekly demand - but when I do, bang it nets $100k stellars.
DEN_weenie
QUOTE (Ro'a-lith @ Nov 23 2005, 09:08 AM)
I'd hardly say the sell to local population is complete peanuts. I have a $1.5/MU lifeform trade good in Twilight. Shipping it through two jumps and two stargates, it nets $47.7/MU or so at the destination starbase. My demand on the planet in question for lifeforms is in the ~2200 or so region.

Admittedly, it's not often I can completely fill the weekly demand - but when I do, bang it nets $100k stellars.

I agree it's not peanuts - I make between $17k - $25k per week selling to the population and that's sharing a planet with three other bases, so I can only sell a quarter of the total demand on the planet.

It takes a lot of work hauling the goods across stargates and peripheries, making deals etc but I make sure I have enough to get this on a weekly basis.

cheers
weenie
Jumping_Jack
QUOTE (ptb @ Nov 23 2005, 08:56 AM)
However if i put a similar outpost on every planet i currently deliver trade goods too, then i can cut out the starbases and sell directly the the population of any planet i choose at, as you pointed out, minimal costs to myself recouping 100% of the profit margin.



...and if you're prepared to put in the effort to set up, and supply that number of outposts, you/we should be allowed to - after all you wont be getting any production from them. Destroying the trading system... how?

QUOTE
I'd hardly say the sell to local population is complete peanuts. I have a $1.5/MU lifeform trade good in Twilight. Shipping it through two jumps and two stargates, it nets $47.7/MU or so at the destination starbase. My demand on the planet in question for lifeforms is in the ~2200 or so region.


Lucky you... But, if you can fulfill the demand with similarly high-value items without buying in from all over every known periphery, and shipping in to [yet another] restricted-access system, I think you deserve every stellar. Alternatively, you could let a trusted trading partner fill some of the demand by setting up an outpost... :-)

Lets see... 2200 @ $49... gets you $107,800 pw. Maybe $100K profit!... about the equivalent of 20% of a 100-heavy-hull warship. And Starbases knocking out a complete warship a week arn't unheard of, and certainly wouldn't cost five times as much to run.

Planets that juicy are few and far between - I cant find many that hasn't been starbased and milked three times over, and dont fancy setting up under the thumb of some warlord. Being able to earn something half, or quarter, as decent without having to pay full starbase rates would be a nice alternative.

TonyH
Ro'a-lith
To be fair, that is an exceptional example. A $1.5 base value item at a 14x distance multiplier with the planetary lifeform value at 2.2 or thereabouts, if I recall my figures correctly.

Still, I'm sure you see my point though. $100k/week aint peanuts by any stretch of the imagination, especially as the base itself only pulls in about $10k/week through merchandising.
ptb
QUOTE (Jumping_Jack @ Nov 23 2005, 10:55 AM)
...and if you're prepared to put in the effort to set up, and supply that number of outposts, you/we should be allowed to - after all you wont be getting any production from them. Destroying the trading system... how?

Because it's practically zero effort and so there is no reason for anyone to trade goods because they would get all the profit from having a couple of ships do trade runs every month or two.

Affiliations with large areas of space already do this to a great extent between their own starbases, the outpost idea would just make the problem worse.

So even though it would be massivly benifitical to me personally I don't see how it could do anything but destory whats remains of the goods trade.

QUOTE
Lucky you... But, if you can fulfill the demand with similarly high-value items without buying in from all over every known periphery


$1.5/mu isn't a high value item, i've seen local values of $0.1 up to $25, with most around the $1 - $2 range
HPSimms
I think it is time to seriously consider the first rule of maintenance. "If it ain't broke, don't fix it".

The current system works adequately to well so why change it. Do you seriously think that the "governing" affiliations would permit everyone to set up trading outposts all over their systems?

My first reaction would be to ban all new outposts in the IMP systems (except for the chartered affilliations). Something that is getting closer anyway as resources become scarcer biggrin.gif

Geoff
Jumping_Jack
QUOTE (ptb @ Nov 23 2005, 10:07 AM)

Because it's practically zero effort and so there is no reason for anyone to trade goods because they would get all the profit from having a couple of ships do trade runs every month or two.

Affiliations with large areas of space already do this to a great extent between their own starbases, the outpost idea would just make the problem worse.

So even though it would be massivly benifitical to me personally I don't see how it could do anything but destory whats remains of the goods trade.


Which, as you say, is exactly what is done now... so how can allowing outposts become new 'sinks' for trade goods 'kill' trade in any sense whatsovever? Especially since I wouldn't allow the REALLY zero-effort 'local/global merchandising' income which is the real reason that so many affs are content to sit on their butts raking it in, and totally neglect trade.

QUOTE
I think it is time to seriously consider the first rule of maintenance. "If it ain't broke, don't fix it".

The current system works adequately to well so why change it. Do you seriously think that the "governing" affiliations would permit everyone to set up trading outposts all over their systems?


Exactly - that's why I wouldn't set up a starbase in IMPerial space - too many restrictions, and privilideges reserved for the local warlord and his buds, by virtue of an unassailable warfleet. (Ok, so the DTR dont consider ANYTHING as unassailable, but if the game is to be the total preserve of the existing mega-fleet operations, can us small fry be told?). I consider the system 'broke' btw.

Given that the GM has announced that "Not all factions can have their own private systems", can we at least be allowed a tiny niche within the public ones? Yank, Skord.. all the juicy garden worlds already occupied by extensions of affs with their own reserved territory. And dont even mention 'IND' systems...

If allowing a megre income from a sub-minimal planet with a 20K pop would be so game destroying to the megablocks... maybe the game needs destroying and rebuilding?

TonyH
ptb
QUOTE (HPSimms @ Nov 23 2005, 11:25 AM)
I think it is time to seriously consider the first rule of maintenance.  "If it ain't broke, don't fix it".

As I mentioned last time someone quoted that it depends what you mean by broken, surly anything that is not perfect is broken in some respects and as nothing is perfect then everything always needs to be fixed. stupid bloody quote anyway happy.gif


QUOTE (Jumping_Jack @ Nov 23 2005, 11:54 AM)
Which, as you say, is exactly what is done now... so how can allowing outposts become new 'sinks' for trade goods 'kill' trade in any sense whatsovever? Especially since I wouldn't allow the REALLY zero-effort 'local/global merchandising' income which is the real reason that so many affs are content to sit on their butts raking it in, and totally neglect trade.


a) it would kill whats left because there would be no point in selling to someelse so no trade.
2) the zero-effort is not the case because it costs real money so starbases tend to have a lot more in them than outposts and take a whole lot more effort to run.
c) if we are talking about non-free outposts being able to sell then it's a slightly different issue and would be depend on a delicate balance between cost and usefullness, in which case the sell to local pop is no worse than factories, in fact probably a whole load better, trying to get the balance would be hard though, you would have to charge enough to make it an issue, and not enough to make it not worth the trouble.

Edit: can't have b ) it seems, changes to a cool.gif
Sleeps With Dragons
If we look at the system with a thought of how it might work in a real enviroment, its seems fair to me that outposts don't sell good to a local pop. A starbase is a large thriving structure, with all the necesary functions and overheads that go with it. If you start to sell at outposts, this changes completely the way it would operate. You need to now consider the public coming through the door, its not just an bunch of buildings with some poor sods mining at them. It has to be setup to deal with an influx of new people.

So by being able to sell to the local pop at an outpost, it would need to be a drastically different place, ie a starbase.

I think the differential in the game makes sense. If you want to sell to local pop (or externally), a starbase is thing to have.
Jumping_Jack
I'd consider 'Sell to local pop' as actually acting as a wholesaler, selling to indigenous merchants, for resale on. Local/Global merchandising is a better fit for 'locals through the door' - and hence completely appropriate to restrict just to full starbases, with more open access and consequent reduced security.

Lets face it, there are flaws, but as with so much else, it could be made to work, if wanted. It just doesn't seem to be wanted, except by me.

Might have to give piracy a try... the only way I'll ever get my hands on seed wheat or dwarf cattle. dry.gif

TonyH
Mica Goldstone
As said earlier, we are not adverse to minor starbases, i.e. ones that cost less to play but have size, complex or capacity limits.

We cannot however allow outposts to generate stellars directly from world populations. Any suggestion to do this must come with an offer to subsidize any shortfall in KJC revenue as a result of the code change. dry.gif
Jumping_Jack
QUOTE (Mica Goldstone @ Nov 23 2005, 01:57 PM)
As said earlier, we are not adverse to minor starbases, i.e. ones that cost less to play but have size, complex or capacity limits.

We cannot however allow outposts to generate stellars directly from world populations. Any suggestion to do this must come with an offer to subsidize any shortfall in KJC revenue as a result of the code change.  dry.gif

This would not be out of line with proposal of mine, posted earlier in the thread:

QUOTE (Jumping_Jack @ Nov 23 2005, 07:51 AM)

'Free' outpost - zero merch income - up to 50 active complexes
75p outpost - 25% merch income - up to 100 active complexes
£1.50 outpost - 50% merch income - up to 150 active complexes
£2.25 starbase - full merch income - unlimited active complexes


So a 25% starbase would get you 25% of the global/local income... and 25% of the potential 'sell to local population' (or possibly each complex would only be 25% as effective).

If you can get it in before my next political update, that would be appreciated.. smile.gif

TonyH
ptb
QUOTE (TonyH on the phoenix yahoo list)

HOWEVER - I feel a potential solution could be if the 'trading' side
of the game could be 'sub-contracted' out, even within a starbase. 
Long ago (If you will indulge just one remenicence, Goth), It used to
be the case that affiliations had most of their strengths in one
area - back when ALL affiliations were imperially-chartered, the
traders like the FET and AFT used to look to the IMP for military
protection.

Some move back to this could be good - by developing the capacity to
set up 'trading outposts' (developed from enhanced 'cargo dump'
position, maybe?) within a 'parent' starbase.  The selling to the
local population could be undertaken by this resident position,
operated by a trusted trading ally, and the starbase governor could
be left just to operate a public market, as now.

I'd muse along the lines of The FCN might act in this capacity for
the consortium starbases, the CNF or AFT for the confederacy and the
GTT for the IMPS...  maybe vice-versa, in that last instance :-).

OK, there are issues to be picked over - e.g.; I know market stellar 
generation is limited to paid-for positions in the current game
model, but if these things are limited to FULL-SIZED, public
starbases, I can see it working without upsetting Mica's income -
more flexibility has got to benefit everyone.  The starbase governor
might gain from rent, or a sales tax percentage.  And, If things got
unpleasent, attacking and taking over a position in his own starport
should be easily accomplishable.


I like this idea so thought i'd copy it here to add to the disccussion as an alternative to his orginal trade idea (which i didn't like).
Mica Goldstone
While not overly opposed, allow me to point out that what isn't remembered is the bitching and moaning that one affiliation's abilities were naff compared with other affiliations and no amount of roleplaying could compensate for the munchkin factor. laugh.gif
Matriarch Queen
QUOTE (Mica Goldstone @ Nov 23 2005, 01:57 PM)
As said earlier, we are not adverse to minor starbases, i.e. ones that cost less to play but have size, complex or capacity limits.

I would like to keep this part of the discussion going. smile.gif

I, for example, have a small starbase for the pure reason of recruiting and training troops of a certain race. I can see two futures for this starbase:

1 - With the system as it is today (either free outpost or £2.25 full starbase) I will maximise this starbase. Build as many factories/mines/research as my money generating starbases allow me to do. Just for the fact that it gives me more value for my money. £2.25 just to build a few things and recruit a couple of troopers isn't worth it compared to my 1000+ complex starbase which build huge amounts of stuff each week.

2 - With, for example, a minor starbase option I would be fully satisfied with keeping the starbase below 100 or 150 (whatever) complexes that could be the limit for these smaller starbases. In essence I would allow it to stay small without the drive to make the most of it due to the higher cost of running full starbases.

The saved real life money could then be invested in one more minor starbase or something else (a gift for my wife wink.gif ).

As I mentioned earlier this would perhaps see some smaller starbases popping up in areas less populated (like asteroids, moons and non merch planets) making the player base spread our more in the galaxy instead of focusing as much as they do on garden worlds (why build a starbase that don't generate $40k/wk???).

All in all I do not believe KJC would loose money on this. wink.gif
Archangel
QUOTE (Mica Goldstone @ Dec 1 2005, 04:16 PM)
While not overly opposed, allow me to point out that what isn't remembered is the bitching and moaning that one affiliation's abilities were naff compared with other affiliations and no amount of roleplaying could compensate for the munchkin factor.  laugh.gif

Hmm... for us foreigners please translate 'naff' into English. I cannot find it in the Oxford dictionary. unsure.gif
ptb
naff -> not very good
DEN_weenie
From my Thesaurus, other words for naff :

- stupid
- ridiculous

Although when used in conjunction with "off" as in "Naff off!", it means in polite terms, "Go away!"

weenie laugh.gif
Jumping_Jack
QUOTE (Mica Goldstone @ Dec 1 2005, 02:16 PM)
While not overly opposed, allow me to point out that what isn't remembered is the bitching and moaning that one affiliation's abilities were naff compared with other affiliations and no amount of roleplaying could compensate for the munchkin factor.  laugh.gif


It wouldn't be an aff-related ability; The only thing stopping the IMP PD from setting up a merchant enclave within AFT Arial, apart from the fact that, as judged from the post to which mine was a reply, he wouldn't want to.

But maybe the IMP trade comissioner would, and would be able to.

I like the 'minibase' idea. I'm currently running one which I'd downgrade to a £1.50 position If I could... but would raise another up there from outpost level, for a net KJC gain of £0.75 (?) pw. Long term I'd retain the other at reduced level, and have the second as a primary - a net gan of £1.50(?).

TonyH

'munchkin factor'?
Wraith
QUOTE (Jumping_Jack @ Nov 23 2005, 02:07 PM)
This would not be out of line with proposal of mine, posted earlier in the thread:

QUOTE (Jumping_Jack @ Nov 23 2005, 07:51 AM)

'Free' outpost - zero merch income - up to 50 active complexes
75p outpost - 25% merch income - up to 100 active complexes
£1.50 outpost - 50% merch income - up to 150 active complexes
£2.25 starbase - full merch income - unlimited active complexes


So a 25% starbase would get you 25% of the global/local income... and 25% of the potential 'sell to local population' (or possibly each complex would only be 25% as effective).

If you can get it in before my next political update, that would be appreciated.. smile.gif

TonyH

If there were to be different types of outposts, presumably representing different levels of civilian access, you could reduce security by the same amount as merchandising allowed, eg. 25%/50% of the outpost bonus.

You might even restrict the types of equipment to be placed there:
e.g. at 50% merchandising, the base is considered 'open to the public' and you cannot station military weapons and/or personnel there without scaring people off and reducing your merchandising ability.

Are there any objections to the mini-base idea?
Jumping_Jack
The idea was sounded out at the pubmeet in early December. There were no strong objections to the idea, but not total support either.

I think the idea that was ultimately proposed was that these reduced-price starbases / enhanced outposts could tap the global merchandising income, but not the local.

I think differentiation on what you can actually place in these bases, if they are ever implemented, is a non-starter - there are no restrictions on full starbases, and none on free outposts, so it would be silly to place restrictions on any intermediate types of position.

One thing that hasn't been addressed, if this idea is even still a 'goer', is production. How about: simply limiting 'Mass' production to full-price starbases only?

TonyH
Dan Reed
If KJC go with the idea of cut-down bases, that sounds like the reasonable equivalent of global income only. I'd be generally in favour, if nothing else because it would help persuade people that developing a "new" planet is worthwhile...

I'm not sure what the equivalent of that latter one would be with the changes to merch complexes proposed for the infrastructure upgrade (perhaps you will only be allowed to assign them to certain tasks?), but the general concept isn't a problem for me with the global income only idea

Dan