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Posted: Sat Nov 26, 2005 2:30 pm
by NoDot
OK, settin up a market: (by price)
- Buy the Market/Stall [initial cost]
- Upgrade the Market/Stall from null capacity [upgrade cost]
- Trading commeces
- Destuction of Market [null cost return but with distribution of materials]

[edit] Thinking about it, absolutely no refund might be a bit harsh. Perhaps only 50% or less refund? OR would that still be very exploitable?

Posted: Sat Nov 26, 2005 2:36 pm
by Psi Kiya Trist
NoDot wrote:OK, settin up a market: (by price)
- Buy the Market/Stall [initial cost]
- Upgrade the Market/Stall from null capacity [upgrade cost]
- Trading commeces
- Destuction of Market [null cost but with distribution of materials]


so.

we buy the market. (solo or in a group)
upgrade it's capasity.
trade on it.
destroy it.

got it..

now think of it this way:

right now, there's two ways people "bank" for their high spy lvl's.
the bank, and weapons: the downside of weapons? repair costs, and they can be sabbed away.

now with this market:
someone(solo market) sets the cost rediculously high. and keeps on adding to the market.
no one buys, but the naq is still safe. with an asgard of 2-3 bil defence, not going to be attacked much. little damage to the market.
in essence, when they close the market, they'd get enough naq back to buy their next spy lvl, and setup the next market.

never ending loop.

that is the way it would be another bank.

~_+Psi Kiya Trist+_~

Posted: Sat Nov 26, 2005 2:41 pm
by NoDot
Three words come to mind: not cost effective. They would have no reason to do it that way. If they're an Asgard with that much defense, then they probably wouldn't even mind sitting with all that out in the open.

Also, markets/stalls can be damaged by sabotage too.

Posted: Sat Nov 26, 2005 3:07 pm
by Tekin
50% and it's not as cost effective as weapons, but still relativley safe from damage and sabotoge. The diference is, weapons come in handy in the meantime.

So if you made the market an asset of the mothership, you'd have to open sabotoge, but only by another mothership, a mothership's sensors, and beaming tech. Recon. Sab.

Get it?

Posted: Sat Nov 26, 2005 3:09 pm
by NoDot
So only people with motherships could destroy other motherships?

Posted: Sat Nov 26, 2005 3:22 pm
by Tekin
Right. And therefore, markets.

Posted: Sun Nov 27, 2005 5:41 pm
by craven
I dont think this is a workable idea. Either it would be to exploitable to be worth the hassle or it would be to costly to make it worth having at all.

Also the attitude of the person making and fighting for his suggestion is a real turn off.

Posted: Sun Nov 27, 2005 6:34 pm
by NoDot
WHAT WAS THAT!?

Posted: Sun Nov 27, 2005 11:10 pm
by craven
That was my equine removal service.

Posted: Wed Mar 01, 2006 6:22 pm
by NoDot
This is an older thread, but I felt it needed revival. With the current situation in the Cosmic Market, Individual Markets could help bring some absolute stability to the current economy.

I've also thought about the issue of players using these as banks. I've come up with something: I don't care! I say, let them try! If they try any tricks, the search system is going to be able to put their market rather high on the list, making it a prime target for those looking for a bargain. There's already some risk involved with the use of your Bank or weapons, so this'll just be the same!

Posted: Wed Mar 01, 2006 6:42 pm
by KnightValor
I like it....

However, I think there should only be alliance markets. People can't choose to make their own markets left and right. Another thing, a limit to how unbalanced your prices are. For instance, if player A wanted to get tons of money from his bullcrap accounts B, C, and D, all he would have to do is make his own alliance and change the rates so that its, say, 1 naq for 30k UU. That would be bad. Thirdly, you should have to get supporter status. However, it would be a "members card" instead. Markets designate how many trade-ins of resources it takes to get supporter status, and have the ability to simply add resources to the market (aka the option "get a member's card" dissapears to be replaced with "donate your goods", though for programmings sake they could technically do the same thing).

If there was no acquiring SS then where would the resources come from to trade? eh? The donating of resources would be for the purposes raising a market's likability or whatever. Just make it so more people get members cards.

Another idea: If we do it as alliances, the leaders (and maybe all the members of the alliance) should get a 10% resource discount. I am hoping allied alliances will be able to share markets.

Further more, there should be a trading option in the box of what to give that is "attack & threaten". This would be available for alliance member's too (the strongest player asserting his authority). Basically, a quick formula would take, say, 15% of all player's defenses and compare that to the attacker's attack skill. Maybe he could add 5% attack from all his alliance members. The player's weapons would be auto damaged, and each player would be sent a message telling the details.

Similarly there could be a "steal money" option which instead compares covert and anti-covert power.

Just an idea.

Posted: Wed Mar 01, 2006 6:56 pm
by NoDot
Just an idea.
Just an idea, but it has some problems. First and foremost, we have enough one-player alliances out there. Second, markets can be damaged, though slightly by loss of capacity, by Mothership bombardment.

Next, I really don't think there should be artificial limits on prices. As I've said now, it's all risk. If you put on horrible prices, then you should expect to have someone possibly beat you to the trade. (Part of the idea of having adjustable prices is to allow there to be "Newb Markets".)

Also, I'm not sure if I mentioned it or not, but having SS would, IMO, be almost obvious as a requirement.

Finally, I really just don't like having markets being alliance only. I can't really say why, but I just don't like the idea.

Thank you, though, for taking my idea into consideration. Now, I should've mentioned this before, but I have an idea to add...

First, I wouldn't limit the possible trabable units to just UU: make it all units (minus supers), and just get rid of Mercs. :D

If anyone else has anything that would make this idea better, then feel free to post it!

(No Weapons Trading, though!)