Wednesday, April 27, 2022
Trading, Shipping, and Pirating in Prosperous Universe
Many years ago, in 2009, I wrote a blog post about MMO economic systems. In that post I mentioned that the instant travel many MMORPGs have make the concept of buying something cheap at one location, transporting it to another location, and selling it more expensively there impossible. Space games generally don't have instant travel, because space travel tends to be an important part of those games. And so trading and shipping is more often part of the game. But one can handle space travel in many different ways, so in this post I want to have a look at trading, shipping, and pirating in Prosperous Universe.
Space travel in Prosperous Universe has two principal "costs": Time and fuel. Even a short hop from one planet to another of the same system, or to an orbital station in the same system, takes several hours. For flights between space systems, there is a STL (slower than light) component and a FTL (faster than light) component. The STL part is small if you for example fly from one orbital station to another one in another system; it gets big if you need to land on a planet. Because the FTL part is fast, as the name says, the time requirement between having to jump 1 system and having to jump several times isn't going up enormously. You can set the fuel consumption of both the STL and the FTL part. Using more fuel gets you to your destination faster. But quite often I set the FTL fuel usage to minimum, and the STL fuel usage to a bit over minimum, because the cost of flying faster goes up a lot quicker than the time goes down.
Because it takes a day or so to get from one commodity exchange to another, and it costs fuel, it is possible that goods have different prices in different markets. And you could, if you were so inclined, play Prosperous Universe exclusively as a trader. Just sell the materials you are given at the start to build a base and use the capital to buy cheap and sell high. Of course, if you buy a good and ship it, by the time your ship arrives, the price at the destination might already have changed.
Because of the fuel cost, it is recommended that new players choose a planet in a system with an orbital station / commodity exchange. The obvious disadvantage is that all the planets in those systems are very crowded. So I took a calculated gamble and chose a planet 5 jumps from the nearest station. Which means that at low fuel usage it takes me a day and a half to get from my base to the commodity exchange one way, and it costs me 2k currency each way for the fuel. As my starting base only makes about 2k a day profit, I won't be shipping my goods to market all that often.
One of the two advantages that a subscription has (this is very much not a Pay2Win game) is the access to so-called local markets. Which means that the rations I make I can sell directly on my planet to people who have a base without food production there. Or I can take a shipping contract to carry cargo for a fee from my planet to the station, and if that cargo doesn't take up all of my hold and the offered fee covers the fuel cost, I can piggyback my goods transports with that.
So why did the devs make access to shipping contracts only for subscribers? Because Prosperous Universe has absolutely no combat, but it does have "pirates". Well, I'd rather just call them thieves. "Pirates" in Prosperous Universe are people who picked up a shipping contract and never deliver it. If the player who posted the shipping contract doesn't prolong it repeatedly, the contract lapses at some point, and the "pirate" gets to keep both the shipping fee (if paid in advance) and the cargo. It is easy to see why you would want to have that feature behind a paywall.
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You explicitly state that it is not pay2win, but local markets seems a massively profitable thing. Pretty much a strict advantage. How is this not pay 2 win?
It is less a question of whether that is an advantage, and I would argue it isn't much of one, because 99% of all trade happens on commodity exchanges anyway. Local markets don't have an automated trading system like commodity exchanges. You can just put up individual order to buy, sell, or ship something and put any price you like. Thus somebody could make 20 dummy accounts and sell everything from those accounts for 1 credit to his main account. Or take a lot of shipping contracts from other players, load up the cargo, and delete the dummy account. You could do a *lot* of damage to the game if free accounts would have access to LMs.
Is there any penalty for players who renege on a contract? Alternatively is there any reputation system you can use to find a trustworthy courier?
There is no penalty, but there is a reputation system. You get a ranking for how fast you fulfil contracts, how reliable you are, and how financially stable your company is. There is an option to require a certain ranking when you post a contract. New players or players that just recently started to subscribe will have a rating of P for "pending". The problem is that if you require a high standing for your contracts, you exclude those new players, which might be the ones that have spare shipping capacity.
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