Okay, I posted this idea in the chat yesterday and the more I think about it the more I like it. One of the problems with the new player experience (and I am only 43 days in, so I think I qualify) is that trips top the CX are very expensive, so this (I believe) artificially lowers the liquidity in the market and encourages starting players to not use it often - and when using it just accept the offered price.
I solve this issue I think a “shuttle service” could be added which would move goods to/from a starter planet to the CX for free. (We could limit it to HQ size, once you have upgraded your HQ to X it is no longer free) This would give them something to do - whenever they generate say 10 FEO they could move it to market and sell it instantly, and bring RAT/DW back without having to worry about burning 2k in credits of fuel to do so (and yes, I begrudged every trip to the CX, still do).
In thinking about this, I was also thinking that maybe we can build this into the planet infrastructure -so start planets start out with a “Shuttle Service X” - but only the initial level that is limited to HQ of X and with a daily limit of Y (this can be varied based on what works best with the data structure) - but then you can build expansions of it - or maybe if a governor builds it there are fees to use it.
I think the ability to build a “free” intra-system transport system would also encourage the development of marginal planets in the same system - currently there is no “saving” by developing more than one base in a system because the main fuel expense is in landing on the surface and taking off - but if you could supply a system by landing on just one planet - this encourages all the other planets in the system to be developed as well.
All this links back to why I think the markets are illiquid - and it is a combination of two things - one is that they are expensive for starting players to access. And two is that for big players the markets aren’t worth it - in the sense that if you have the funds to fully load a cargo bay and try to make a profit by buying low in market A and selling high in market B - you could better use those funds to expand a base or start a new one. But also, by the time you are at that level - you have too many things to do in the game and thus won’t bother.
Anyone following the chat knows that I am playing Tramp Steamer right now - buying in one place and selling in another, but as I started wondering why (enough) others aren’t actively doing that (when you can buy fuel in X and profit in Y by 15% or so - there isn’t enough cross-arbitrage going on) I also noticed the limitations - the counts of products for sale (and hence the max profit) are limited.
Thoughts to chew on…
-John
PS: I did read the free CX storage - I don’t think this should be charged because those goods serve more as emergency supplies if the market gets too wonky. They are not intended to be sold so adding fees won’t “force” a player to sell them - they will just move elsewhere. The easier it is to use the market (less fees, etc) - that is what will encourage players to use it.