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Numbers could be adjustable on the player side so end users could make it fit their personal vision of crypto.
For example, you'd like to acquire a farming "workforce" posthaste. So you'd post a contract for 10 humans with 10 or more farming, half-circadian implants, nuclear stomachs, joywires, field hands and bionic kidneys.
If you'd ever be able to extend your mod with these features, I'll be forever grateful.
Example: I have 3000 units of Yayo waiting to be sold and a trade ship passes, they offer only $0.80 per unit and I'm unsure if that's good or bad, I check one column over and it shows in red "-96%" perhaps with a down arrow in red. So I can make the informed decision to not sell, and wait until prices become more favourable.
Basically what's shown in the trading terminal, but for the trade screen.
I'd appreciate feedback, im sure there are mods with elements of this kind of system, but i think everyone values the Vanilla Expanded integrated scene.
In addition, I also hope to be able to see the price fluctuations of items intuitively in the trading interface, instead of unnecessarily opening the search interface that affects the performance. After all, the original price of an item should be "common sense" to the character in the game. Or it can be assumed that they also read the newspaper to understand the price of the day.
- Please show the deviation from the base price in the trading screen. It's impossible to keep track of the large numbers of items that can be sold or bought, and it would make sense that a colony aware of the market as an entity would be aware of the relative worth of something when trading. Optional: The accuracy of the number shown could depend on the trader's intellect, from "good" and "bad" to percentages. Or you could make it a job like Colony Manager does: Your trader has to check the current market situation every day, and depending on how long he does so, the accuracy increases.
- A graphical readout of price changes over time would be fantastic both from a practical and thematic perspective. It could be derived from the colony wealth screen. This game doesn't have enough statistics and graphs by a longshot and it would be a necessary component of such a terminal when actually doing trades.
player transaction impact - reduced to 10-20%
price flucuation lower limit - 50%
price flucuation upper limit - 200%
player contract fulfilment chance - 10% (still very easily beat by making multiple contract request)
npc contract fulfilment chance - 25%
maximum mark up on npc contract - 400% ish
max value of npc contracts 5000
this will stop items going to 0 value and rewards destroyin your game. Also makes it alot more balanced for casual trading
- trade offer by player -- i have 10000 patchleather to sell, willing to let it go for 50% of the price
- preaccepting contracts - accept a contract so it cannot be stolen from you, but if you dont fulfill the number of items, you get hit by a penalty (cash, raid, orbital bombardment...?)