@jbyoshi I mean, that's another thing. It shouldn't cost 10k energy to send 10k energy across a Sector
Posts made by Conquest
RE: Please redesign the goal of markets
@tigga Is inflation really an issue in the game? I don't mind the market tax, every market has it, real or fake...I don't think there should be a tax for listing on the market. That's the disconnect from real life markets that I see. The market tax should be on the one executing the deal. This would encourage the use of the market since there is no penalty for listing your wares on the market, and achieve the inflation issue you speak of.
Please redesign the goal of markets
Currently, it costs 5% to do anything with the market. Every. Single. Transaction.
That means the person putting up an order pays 5% immediately. Then the person accepting the deal pays the energy cost to get the deal.
This makes no sense and what is going on is no one wants to put orders on the market. I'm on Shard1, and the market is basically dead, with maybe one person automatically trading.
The only thing that is moving at all is catalyzed Ghodium Acid, for obvious reasons. Looking at something like Catalyzed lemergium Acid, there is buy orders for 0.153 credits, and sell orders for 0.599 credits...Cool, so how much does it cost to make Catalyzed lemergium Acid? It takes one X mineral, one L mineral, two H minerals, and one O mineral. X is selling for 0.078, L for 0.03, H for 0.062, and O for 0.021...which comes to 0.191...clearly this is not profitable. This doesn't factor in the 5% fee, or the energy cost to send it to these orders.
If you want to encourage market use, we need to have a design to encourage it's use. Take away the fee for placing orders on the market, or charge a flat fee, like real life stock market exchanges use. 5% is ridiculous for us to try and compete with other market orders, especially if it does not get refunded if we get into a bidding war with other marketeers.
My current code to deal with the market is: If I'm buying, find the lowest price and buy. If I'm selling, make sure it's an NPC first, then sell, because humans prices are not reliable.
Thanks for your consideration.
RE: PTR Changelog 2018-11-05: preboosting
Well I'll voice my two cents since everyone seems to want this feature. I think it doesn't make sense, and even if it was in the documentation, it is very easy to miss things in the documentation.
It doesn't fit with the other mechanics, and I think it's best to remove it.
RE: How to flee from an enemy
Well this is one of those things that's going to have different solutions, depending on what you are looking for.
Personally, I just have them retreat back to the base that created them. I don't want them getting stuck in a room and don't want to waste too much CPU to figuring this out.
RE: Automatically placing construction sites
My code places a container next to my initial spawn, and then flowers out based on that. It creates a grid of center locations of these flowers, checks to make sure the center locations aren't too close to my walls, and then picks the closest one to the center and builds away.
The storage and labs I set a flag in the room and it builds off a template from the flag.