Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Maybe trade could have a minimum cargo capacity. As you get closer to the central territories you need more cargo, more deposit and more omnicron. Maybe even a mininum faction standing you are buying from.. since they are trusting that you will get their 50 million in satellites to whoever.
Edit to add: after rereading the OP, I think I am saying the same thing they said. Just with a different set of modifiers.
The money's great, far and beyond most other options in game. It takes a lot of cash to grow the fleet and arm it with good weapons. The mission setup, not so much. Perhaps if it was more like a trucking contract, where the ship works for a faction or an area or something for a while.
I think you missed my entire point. The Trade ships are never attacked thanks to 'inner faction' areas having extremely low threat ratings, that was my entire issue. Open up a factions inner circle on the map by flying around to reveal it all, then set your trade ships to trade only within that circle. Typically less than 10% threat. If I can make 100mil off a single, small, basic starter trade ship, on hardcore long before even seeing Naonite; that's way too easy.
This is a post about the time taken to hit 100m in a starter trade ship on hardcore, not the monetary amount in general. Sorry that was difficult for one to comprehend.
The best way to get that kind of money is from trade missions. Bulletin board missions tend to die out at a million or so. Most of their value comes from enemy salvage, the target ships tend to be worth far more than the mission itself.
Yes, it looks low on paper. But when using 2 or more trade ships popping trade missions every 10 minutes, a mountain of dice rolls add up. Sometimes it's peaceful for a long time, sometimes there's back to back ambushes. If the trade ship isn't a dedicated war vessel, the player is forced to abandon their task and personally intervene. Ambushed ships don't have the ability to escape or survive on their own.
There's a not inconsiderable time-sink involved in just jumping around looking for a half-decent merchant captain (as they are the only ones allowed to do trade missions).
I've done a bunch of rerolls around testing out different starting tactics, and there's a large degree of variation. Sometimes you can get this off the ground in about an hour - sometimes after five hours you give up looking for half-decent merchants and settle for 'not a gambler'.
-------
My latest playthrough I had two merchant captains, in the heartland of a faction that was considerably closer to the center (straddling the tit-nao border) and their trade missions were sometimes okay, but mostly garbage by the standard I got calibrated to during the betas.
And yes once their cargo reached a certain size pretty much anything that was worthwhile could be done in a single iteration - e.g. why take 2 trips for 0.5mil profit each trip when you could take 1 trip for 1.0mil profit.
And I realised that if I spent say 10 hours (long enough to crack trinium and start working on xanion) - playing the game with those two traders then I'd sent them off on close to 100 trade missions.
And the problem is - in terms of actual gameplay - once you've 'solved' the trade mission puzzle (e.g. do it in the central areas), there's basically very little else of interest and so it's a boring AF as the tail-end of an entirely random multi-hour setup process.
---------
Anyway, the constant twiddling they require makes me wonder whether or not I'm better off (in terms of having more time to spend on other more interesting parts of the game) - with a wholly passive solution likes mines/factories.
Though I'm curious whether that is genuinely passive, or whether it ties you to a particular area - and if it is even worth bothering with pre-hangars.
Seems our experiences differ here. My trader was only attacked once. Outside of the inner circle, sure, attacked plenty of time there, but I never once lost the basic, crappy trade ship I threw together. In my experience your trader will always instantly return any funds they are carrying and I can simply drop to Galaxy map and tell them to jump a sector over. On top of that the damage is always laughable.
Indeed, that's pretty much my entire gripe with the system, though I never bothered to look for a quality trader as the money is so easy they traits didn't really matter all that much. I found plenty of Traders I could hire by just going to systems within the inner circle whilst I was opening up the inner circle boundaries in the first place so I really killed two birds with one stone there.
You're very lucky and/or your sample size is still just too low :)
There's a limit on how far you can push ambush chance down, so it *will* happen at least occasionally. You do get your money back if the ambush time chosen is <35% of the way through the mission (trade ambushes happen randomly between 10% and 85% completion, so money back is only a 1/3 chance), but for other ambushes the money is gone and your trader is plopped into the ambush with a cargo bay full of goods that it bought.
Those ambushes up the ante dramatically, as you're going to have a very hard time recovering those goods and selling them if the ship is destroyed. At a minimum, that means you need to react quickly and have good enough engines to outrun the ambush until you jump away--otherwise you risk losing the entire investment sum.
That said, I do agree that it's overall too easy to make money this way. It'd be nice if automated trade were more focused on reputation gain (with a little bit of profit as a side effect) and money-making focus were shifted into economy-building, as that's one of the draws that's overshadowed a bit by how good trade can be.
By the end, when you need hundreds of millions for big ships and powerful factory turrets, the few million profit per mission won't look so absurd anymore. But especially until the core, it's a low- (but no no-) interaction way to not worry much about credits.
Why is that broken? Because there is no limit of how much you can sell in an area. No limit of how much you can buy in an area. The areas are just printing goods and money for you. Very lovely :D
Its so utterly broken its...perfectly balanced as some would say.
At the end of the day, so long as Avorion doesn't have any dynamic relations and/or economic tension going on, it'll always be like this. It doesn't feel like you're contributing to the economy, providing a service or achieving anything but updating your accounting books.
Nobody in the universe cares what you are trading, essentially.
The pre-2.0 system wasn't exactly great, but I did feel like I was helping a factory produce at 100% and having some effect on prices and supply (even if it was mostly just fake). It's a little disappointing to see trading reduced even further.
I like all the interface work they did for trading and the idea of setting traders up with missions, but it's just not interesting to run and that is my concern with it more than anything else. We needed more authentic shipping lanes, more nuance to supply chains and factions, more competition/dynamic demands and some kind of transport contract system beyond take x to y in a single step. It's just too simple to be interesting in Avorion.
you have to do before you are able to make this money ....
... no... its exatly at the difficult-setting it should be.
Trade ships can easily pay themselves off in an hour, maybe less if you already have enough cash to get them going.
It's quite difficult to grow a trade/salvage fleet. They require large numbers of resource lasers. The loot table just doesn't have enough to go around, and they require constant replacement with every new tier. A huge number of civilian turret and fighter modules are required to max out harvest yields, and gun modules are needed for defense. Harvester modules are pretty crowded so high level modules are essential. Harvesting fighter squadrons easily cost millions of ore at the high end, and millions more ore is required to keep growing the mining ship as it approaches the core. Resource harvesting missions will take hours to recoup the investment, but that profit typically gets invested back into the harvester to keep it viable.
Harvest ships pay back... eventually. You don't see the big cash money until the very end, when they finally have all their equipment maxed out and need no further investment.
You've got to be kidding me. There is no investment. There is 99% of the time, an asteroid to sell right in the starting sector. Sell it, get the first trader you see, then slap together a crappy ship with as much cargo as you can, get any basic cargo tech upgrade, send him out.
That's all I did. It's not hard.