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Post Industrial Commodity Introduction
Discussion topic for post: http://www.starsonata.com/blog/industri ... roduction/


Sat May 07, 2016 11:03 pm
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Post Re: Industrial Commodity Introduction
Four months late, but better than nothing.

So here's my understanding:

AI bases always buy the tier 0 commods, as in they show up in the trade bays.

The only one of those 7 commods that actually decays is the set that the ai base rolled.

So if my base buys the higher tier Steel Girders, only the Steel Girders will ever be consumed, and the other 6 tier 0 commods will just fill up to the first cap and never decay.

End understanding.

Why the fuck do they buy the other 6 tier 0's at all? Why not just buy the theme that the ai base rolled and get rid of the others? Seems entirely pointless lol.

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Sat May 07, 2016 11:22 pm
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Post Re: Industrial Commodity Introduction
ELITE wrote:
Four months late, but better than nothing.

So here's my understanding:

AI bases always buy the tier 0 commods, as in they show up in the trade bays.

The only one of those 7 commods that actually decays is the set that the ai base rolled.

So if my base buys the higher tier Steel Girders, only the Steel Girders will ever be consumed, and the other 6 tier 0 commods will just fill up to the first cap and never decay.

End understanding.

Why the fuck do they buy the other 6 tier 0's at all? Why not just buy the theme that the ai base rolled and get rid of the others? Seems entirely pointless lol.


Yes, they'll buy them for reduced amounts and trade them (but not consume them). This leaves arbitrage opportunities for people or ai to buy low (from bases not consuming them) to sell high (to the consuming bases). Its a little bit of an experiment for this side of it, if it doesn't work out how we hope we can remove or change it.

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Sat May 07, 2016 11:38 pm
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Post Re: Industrial Commodity Introduction
Um...

"These AI bases will be recognizable by new base graphics."

What about those of us for whom all the base graphics are "new".

I don't suppose you could post a few pics?


Sat May 07, 2016 11:58 pm
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Post Re: Industrial Commodity Introduction
PsyRamius wrote:
Um...

"These AI bases will be recognizable by new base graphics."

What about those of us for whom all the base graphics are "new".

I don't suppose you could post a few pics?


There is a picture in the blog, with text next to it showing which base is which.


Sun May 08, 2016 12:08 am
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Post Re: Industrial Commodity Introduction
PsyRamius wrote:
Um...

"These AI bases will be recognizable by new base graphics."

What about those of us for whom all the base graphics are "new".

I don't suppose you could post a few pics?

Churchill v2


Sun May 08, 2016 5:23 am
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Post Re: Industrial Commodity Introduction
It's funny because to get to the sentence that says the base graphics determine commods, you have to scroll past the image. That level of sheer blindness should be applauded.

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Sun May 08, 2016 5:25 am
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Post Re: Industrial Commodity Introduction
ELITE wrote:
It's funny because to get to the sentence that says the base graphics determine commods, you have to scroll past the image. That level of sheer blindness should be applauded.

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Sun May 08, 2016 9:08 am
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Post Re: Industrial Commodity Introduction
I read it on the Blog in the game login where there is no graphic, and jumped strait to the forum comments section.

Yea it was pretty stupid just the same.


Sun May 08, 2016 10:40 am
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Post Re: Industrial Commodity Introduction
PsyRamius wrote:
I read it on the Blog in the game login where there is no graphic, and jumped strait to the forum comments section.

Yea it was pretty stupid just the same.


That's not entirely your fault. The graphic should be in the game login screen because there are people who do not go to websites to read blogs... They just want to play the game.

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Sun May 08, 2016 11:29 am
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Post Re: Industrial Commodity Introduction
"Each AI base will trade in one complete theme set of commodities, and most of the Tier 0 commodities, randomly spread throughout wild space."

WHy only wild space? Will there be no place to sell on EF layer?

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Sun May 08, 2016 3:34 pm
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Post Re: Industrial Commodity Introduction
lrellok wrote:
"Each AI base will trade in one complete theme set of commodities, and most of the Tier 0 commodities, randomly spread throughout wild space."

WHy only wild space? Will there be no place to sell on EF layer?

Maybe because EF space can't be contested. Maybe because they don't want to make EF space profitable.


Sun May 08, 2016 4:57 pm
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Post Re: Industrial Commodity Introduction
lrellok wrote:
"Each AI base will trade in one complete theme set of commodities, and most of the Tier 0 commodities, randomly spread throughout wild space."

WHy only wild space? Will there be no place to sell on EF layer?


Would be super-easy for someone to abuse with f2p accounts.

Paladin,

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Sun May 08, 2016 5:00 pm
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Post Re: Industrial Commodity Introduction
Are you kidding with these weights? 2m for a jello shot? 4m for a sub-shield?

For reference Cloud mercury is only 300,000 and 5k of those will wreck your ship.


Mon May 09, 2016 6:59 am
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Post Re: Industrial Commodity Introduction
Matt Wildfox 4 wrote:
Are you kidding with these weights? 2m for a jello shot? 4m for a sub-shield?

For reference Cloud mercury is only 300,000 and 5k of those will wreck your ship.


The intention is that you trade them in small quantities per unit time. Think of them as essentially heavily compressed forms of the t0 commodities.

It would take a long time to create 5k steel girders, compared to a single slave round-trip. You could trade 5k steel girders, 100 at a time. They have only one size each.


Mon May 09, 2016 7:01 am
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