What is with the economy in SP?

There are 11 replies in this Thread. The last Post () by SWAT_OP-R8R.

  • Hi,


    I've been playing through the original story campaign from the start in Crossfire, I've gotten used to most of the new features but one thing that's really been annoying me is the commodity prices.


    They seem to be completely random to the point of being ludicrous. I can find the price for a given commodity is near maximum and near minimum in stations that are right next to each other? Is this deliberate? I can understand why some prices could be mixed up a bit but surely there should be a trend for a House planet or station to sell what it's description says it produces.


    Is there a way to get back the original pricing for the vanilla commodities?

  • no
    crossfire has a dynamic economy which makes the game more interesting

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  • How exactly is it dynamic in the SP campaign? I mean I can repeatedly grind the exact same route over and over again with the prices remaining completely constant. This is no different from the vanilla economy with the exception that most bases are buying and selling random items. So for the SP campaign why not just keep the economy the same as the original.


    E.g I hauled 40 Niobium from Yokohama shipyard to Shinjuku station 15 times and the prices stayed exactly the same. I had to find similar stupid random trade routes in every house system.

  • It seems you don't get it. Dynamic economy means, every time the server restarts (update), new prices and items are sold everywhere. That doesn't stick with Red Crystals (you will find out later), Pods (Only on Prisons) and Cargopods. That "logic" you mentioned doesn't have anything to do with Dynamic Economy. The base buys as much as it wants. The base sells as much as you can haul. That's all.

  • Prices remain the same until everyday's server morning restarts. After it are changed commodities prices. It mean you trade each day on different places if you search for best trade-route.

  • it is not possible to apply a different economy to sp and mp... both are exactly the same

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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Hmm. Ok my definition of a dynamic economy is obviously different to everyone else's I guess it's probably not even possible to implement a true economy in the Freelancer engine. The best example I can think of is Sid Meier's Pirates where the prices of goods fluctuates according to the activities of the player or NPCs, with the player having to pay attention to sudden changes in a base's economy linked to current affairs (war, migration etc). Pirates is on the face of it a very simple game but when you spend some time watching the economy you see there's a lot beneath the surface that can make a player really think about the forces currently affecting the market.


    Still in my opinion it would be nice if some commodities that a base is described as producing or consuming are in constant supply/demand respectively albeit with price fluctuations, with other commodities fluctuating more randomly. Some kind of trends would be great whereby remote bases always buy basic commodities in exchange for a certain rare/illegal commodity, prices could fluctuate randomly to simulate market forces and change drastically in response to certain plot conditions (i.e. linked to a news story).

  • look, we dont have the source code of the game
    we still decided to put features into it which originally were not possible
    you simply will have to accept the way how we have done that because something better is atm now possible

    signew.jpg


    cfmoddblogo.png5904.png5904.png
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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • To the Administrators and the mod-team, further to Zeewolf's comments back in 2012, is it possible to use the original Freelancer list of commodities per planet/station and yet still implement a market economy with changing prices? While I like the concept of changing some of the commodities per site, the apparently total random reshuffle leads to unrealistic situations where food and water have the highest price on a highly populated planet with a normal atmosphere and yet very cheap to buy on a battleship. It would also be more logical to have Detroit Munitions actually producing Light Arms instead of a completely random selection of commodities.

  • To answer your question: it is not possible to use the original FL market settings.


    The dynamic economy changes are also not random, there is a specific pattern behind them. The focus is to create variation to keep trading interesting instead of having the same offers at the same locations. I don't really see a reason why locations like Detroit Munitions should always have a stock of light arms. Even in RL factory locations don't always have a stock of production commodities available.

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!