We had a little discussion on the discord about the lack of Helium in the public exchanges and it made me think why - I believe there is a reason that is preventing this, in a rather roundabout way.
The lack of H could mean there’s no market for it, but it could also mean there’s no reason to mine it as other resources are much more profitable. Normally, producing basic goods that fill up the CX would reduce the price of those good until they becoem unprofitable to produce, incentivising players to go find something else to make.
However, because storage space at the CX is infinite, there is no disincentive. Taking an example of LST at Antares. there is a supply of 10k, and a demand of 2k. Normally I would expect that huge disparity to cause the price to drop as suppliers fight to get rid of their goods, but as storage is free and infinite, they can list it at outrageous prices that will never be fulfilled without any penalty. Maybe one day they will sell it, or (possibly) have simply forgotten its there. If they have enough money coming in to manage their base, then the CX becomes free storage.
There are others like this, the supply is large, the prices do no reflect the supply ratio, the players filling the CX do not need to find something else to produce. Now, if that storage was no longer free and cost the same as warehouse fees (at least) or required the player to own sufficient storage (ie the goods listed continued to take up warehouse space until sold) then those players would either sell it for less and less ot get rid of it, and would stop making more unsellable produce.
In the real world this is what happens - I recall oil prices dropping to zero a few years back as the demand dried up and traders had nowhere to put the oil they’d contracted to buy. Internet says it dropped to -$40 a barrel (that’s paying people to take it away) Obviously that was an extreme event caused by the pandemic.
I’m told the LMs with limited storage work very well. Perhaps the same limited storage system should be implemented with the CXs to encourage more trading of goods, and more production of goods that currently have little supply compared to the demand.
So I suggest either charge fees for CX storage equal to player warehousing, or keep all goods for sale in the original player warehouse until fulfilled (greyed out or otherwise indicated as “allocated for sale”).
An alternative might be for contracts to have a limited lifetime before they are automatically cancelled and goods returned to the player warehouse. That might also be a mechanism to persuade players to try and sell their stock.