New versions of the base OXP and sets 4.4.1.
4. Market definition has been modernized. Capacity is 10 and price fluctuation +/-20%. The market is also monitored so it follows the system's legality settings.
That last change deserves some explaining. The original YAH had a flaw (intentional or not, who knows) in it's market definition, causing some of the prices to overflow and producing absurd prices. With luck you could do thousands of credits in one run making this oxp hardly "safe" to install. To make this OXP not game breaking, in some earlier version I capped the profits via scripting. If the market gave you silly prices, the quantities were capped to prevent making ridiculous amounts on credits. It worked, but it was done with scripting and I have always felt it was a bit awkward. So in this version, there is a new, more modern and non-scripty market definition.
The market is capped to 10. Quantities are calculated from the system quantities with high variance. The prices follow the system prices with +/- 20% variance.
The game play element I'm trying to achieve here, is an interesting place to visit when entering system while trying not to break the game economy. Ideally the player visits the Constore on system arrival to see if she can sell a small amount of of the cargo carried to the Constore and buy a small amount of cargo to be sold at the main station. The quantities and the prices should be such that it's exciting and interesting, but not overly prosperous.
Let's see how this works.
Actually I'm working on alternate market definitions that go more or less the same way:
- quantities capped to 32 instead of 128
- quantities are more random
The idea is to make trading less boring by creating random overflows and shortages. The effect is that you sometimes have to visit more than one station in order to empty/fill your cargo bay. It is of course more likely to happen if one loads with one type of good rather than loading different types.
The 32 cap works best with ships that have around that amount of cargo space. It also requires to have some OXPs that add stations, and the Market Inquirer MFD in order to know where you can sell or buy commodities within a system.
I didn't touch illegal goods though. I don't know what to do with them actually. To me, they can only make sense if they are "semi-legal" (or semi-illegal). That is something like free to trade in unsafe systems (from anarchies to dictatorships), and ignored in the safer systems (except for some dark corners - and don't look like one of them). One could go one step further and have each system type associated to an illegal good; for instance anarchies -> firearms, feudal -> slaves, dictatorships -> narcotics. That's actually something I think I could implement if people see it as a good idea.
Also, I'd like to suggest to relocate the Constore to the orbit of the moon of the main planet when present.