Failure of economics
Since the beginning of the survival scenario I have wondered about the rewards for the various contracts, especially the bulk delivery contracts but also the various bounty contacts. When delivering bulk ore to a station the quantity started with 100 metric tons of ore. At Dustspire Junction the demand is for 400 or 500 metric tons and the reward is 35000 credits. If you check the value per kg of the ores, the trade station could not afford to pay for the delivery.
More to the point, mine an extra ton of each are and sell it to the trade station, The offered rewards are quickly seen to be trivial. Next time, I will check to see how much the actual rewards are worth, by selling them back to the trade station.
The bounty mission rewards are equally trivial compared to the resale value of components salvage from an operational station. Grinding down a reactor or a gravity generator is far more rewarding.
Naturally, the difficulty lies in finding thing worth buying. I look forward to the day when trade stations offer complete ships and have no cap on their available credit. Note that a prebuilt ship should sell for more than the resale value of the components that went into building.
As it stands, the only reason to accept a contract is to collect progress points and to unlock blocks.
This seems to be a questionable incentive to keep people playing through the scenario.
I like this feedback
Basic economic trade requires deficits in local stock supplies, the current distribution of raw materials, the ease of manufacture and fast travel makes such deficits minimal between the station jumps. For the economy to work it may be necessary to increase the variety of product and resource types to enable localised rarity. Technology and manufacturing would require increased diversity, and fast travel should require a cost based on the mass being moved.
Basic economic trade requires deficits in local stock supplies, the current distribution of raw materials, the ease of manufacture and fast travel makes such deficits minimal between the station jumps. For the economy to work it may be necessary to increase the variety of product and resource types to enable localised rarity. Technology and manufacturing would require increased diversity, and fast travel should require a cost based on the mass being moved.
Would love to see a living economy that makes playing as a merchant possible. Another post talks about pressure and that if you dont stop for example the renegades on a certain planet or system, they will establish themselves and this could bring up the prices for goods in that system if you trade with the colonization authority.
https://support.keenswh.com/spaceengineers2/pc/topic/55240-vs2-3-feedback-creating-an-emergent-engineering-world
Would love to see a living economy that makes playing as a merchant possible. Another post talks about pressure and that if you dont stop for example the renegades on a certain planet or system, they will establish themselves and this could bring up the prices for goods in that system if you trade with the colonization authority.
https://support.keenswh.com/spaceengineers2/pc/topic/55240-vs2-3-feedback-creating-an-emergent-engineering-world
Economics?
In the game?
For a game economy to work, you need at least roughly realistic prices for goods and services and at least roughly realistic market participants.
Economics?
In the game?
For a game economy to work, you need at least roughly realistic prices for goods and services and at least roughly realistic market participants.
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