Senin, 30 Mei 2022

Trading, Shipping, and Pirating in Prosperous Universe

Many years ago, in 2009, I wrote a blog post about the economic MMO system . In this article, I mentioned that the immediate journey of many MMORPGs has made it impossible to imagine buying something cheap in one place, shipping it to another, and selling it there at a higher price. In space games, there is usually no immediate travel, as space travel is still an important part of these games. Therefore, trade and distribution are often part of the game. Rich universe .

There are two main "costs" to space travel in the rich universe: time and fuel. It will take several hours to make a small jump from one planet to another in the same system or to an orbital station in the same system. The space system consists of an STL component (slower than light) and an FTL component (faster than light) for flight. The STL portion is smaller when flying from one orbital station to another; It gets bigger when you have to land on the planet. This is because part of the FTL does not dramatically increase the time between starvation, as the name implies, 1 system jump and double jump. You can set the fuel consumption for the STL and FTL sections. You can get to your destination faster if you consume more fuel. But more often than not, it sets FTL fuel consumption to a minimum and STL fuel a little above the minimum, because the cost of a fast flight rises much faster than the reduction time.

Since the transition from one product to another takes about a day and consumes fuel, it is possible that in different markets the products have different prices. And if you want, you can play in a rich universe just like an entrepreneur. To build a foundation, first sell the materials you offer and use the capital to buy less and resell more. Of course, if you buy a good item and send it, the moment your ship reaches the destination the price may change.

Due to the cost of fuel, young players are advised to choose a planet in a system with an orbital station / freight exchange. The obvious disadvantage is that all the planets of this system are very densely populated. So I counted and picked the planet in 5 jumps from the nearest station, which means low fuel consumption, it takes me a day and a half to reach from my base to the stock exchange evenly and I spend $ 2000 on a direction for fuel. Since my home base brings in about 2000 profits a day, I do not often sell my products.

One of the two benefits of subscription (it is by no means a Pay2Win game) is access to the so-called local market. This means that the rations I make can be resold to people on my planet who have a base there without producing food. Or I can get a contract to send the shipment from my planet to the station for a fee, and if that shipment does not take all my shipment and the offer price includes fuel costs, I can even finish my shipment of products from it .

So why do developers only have access to shipping deals with customers? Because in the rich universe there is no war at all and there are "pirates" in it. Okay, I like to call them thieves. The "pirates" of the rich universe are those who accept surrender agreements and never surrender. If the player who has placed the delivery contract does not renew it several times, the contract is terminated and the "pirate" bears the cost of the delivery (prepayment) and charges. It is easy to understand why this feature is needed for Paywal.

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