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Trade Runs
Posted: Wed Jan 19, 2011 6:21 pm
by Shingen
Hey, what are some good trade runs in this game?The economy doesn't seem to fit.
RE: Trade Runs
Posted: Thu Jan 20, 2011 2:04 am
by ollobrain
game is still in early developmentIn theory devleoping worlds if agriculatural should demand minerals and services and advanced technologySpace colonies would absorb all materials , gases and produce specific space technologyMining asteroids would demand food services and equipmentPirate bases would demand legal stuff and sell illegal substances ie narcoticsNew colonies would need basic materials inne rwrolds produce high techIf u need cash on the main space screen just hit crtl+m for 1m credits repeat for as many as neededI guess as game goes along the economic model will be developed its a bit of a mess atm but a few programmers are wroking on it
RE: Trade Runs
Posted: Thu Jan 20, 2011 3:22 am
by Bugbear
I tried trade runs in the Eagle Long Range Fighter but it is not economical. There's simply not enough cargo space to make trade runs profitable.If you're trying to make some money within the current confines of the game (i.e. by not cheating) then have a look at doing package runs. Advise you upgrade your hyperdrive first...
RE: Trade Runs
Posted: Thu Jan 20, 2011 3:46 am
by ollobrain
yup maybe with alpha 8 things might change a bit