There is a number of unanticipated issues and abuses of Economy (mainly avoiding piracy or the need to build storage) These are probably covered in part or as aspects of other logged issue/enhs.
Logged here for project steering. Not all solutions are needed, but at least one should be selected for a given issue.
Issues:
Players using player owned trade zones as a place to hide all their items instead of actually trading it.
[ ] Solution 1- Randomly select a number of the items from that trade zone, deduct them and spawn them in space around the players trade zone beacon should that beacon be hacked or destroyed. You now need to defend your shop mofo!
[ ] Solution 2- If the market is always offline - charge a storage fee interval in cash or stock from that market. If while market offline they run out of cash or stock, remove their market. This at least forces them to risk allowing people to trade with it to avoid being shutdown. The fee doesn't apply if the market is left open and is buying/selling at least 1 item.
[x] Solution 3- Enforce a larger minimum zone size default. Then they cant hide it away in a corner, with a 1 metre trade radius and hope it isn't noticed.
[ ] Solution 4- Implement a "Yellow pages" option as part of the "News / Information" system which lists all trade zones current location.. they can run but they cant hide.
Players abusing trade overflow as a way to carry more stuff without risk of loss.
[ ] Solution - If a player is killed (or ejected from a cryo when offline?) dump any items held in overflow near where they died.
[ ] Solution 2 - If a player leaves items in overflow too long, return them to the market of purchase or otherwise remove it as "uncollected mail" this should probably be included in our offline purge logic. Perhaps have a warning message when the time has nearly ran out.. "Warning your stock has not been collected, and the trade network will liquidate it in 5 minutes if you don't collect it..." etc Player should probably be paid at least part of the lost value in cash.. Except for purge logic this timer halts while they are offline. This means they would have to sit in a cryo, and autopilot their ship to a base and remain offline to exploit it. I can live with that.
[x] Solution 3 - Suggested by players - only allow /collect to work in range of a trade zone??
Too much junk (stone/gravel/scrap metal etc) eventually cleans out NPC money supply - but we want players to sell these items as a floating object lag avoidance strategy
[ ] Solution - Automatically convert random amounts of the junk back into its equivalent cash value in the NPCs bank balance, and remove the random amount from stock. #156
We can't automate buying or selling. Or some people just cant type well, or read the manual. Or some people want items they are manufacturing/mining to sell automatically. Eg stone. Or buy materials for things they are assembling eg steel plate needs iron ingots, iron ingots needs iron ore (vaguely similar to #94 )
[ ] Solution 1 - Implement a tag for connectors or cargo crates which automatically sells on interval any item in that crate if they enter a trade zone trading that item. We could possibly have an (optional) tag for an item name - but realistically sorters do that job already; and max qty. eg [economy] SELL (item) (qty)
SELL $1 $2 $1=an optional item name $2=an optional maximum sell qty (ie if qty is 100 and there was 101 items, sell 100 and leave 1) could use the custom data field to record already sold qtys.
[ ] Solution 2 - Implement a tag for connectors or cargo crates which automatically buys on interval any item that the crate already contains, or implement an item name tag. eg [economy] BUY ice (10000)
BUY $1 $2 $1=an item name to buy $2=how much to buy before stopping
May need to track volume purchased in custom data field so people buying to build something stop buying once they have enough. Eg, they bought 10000 ice, but it was all pulled out by the oxygen generator. Stop buying after 10000 passes through the crate.
[ ] Solution 3 - If items in crate get used, auto buy more of that item to maintain its stock level. This makes it compatible with assemblers/refineries
Troll/Grief players that simply sell off everything in sight then quit, leaving new players without resources on maps which dont have spawn ships. #91
[ ] Solution 1 - Initial limits on selling (as listed in #91) time limits on first joining before you can trade. maybe still allow buying from market and selling to other players tho.
[ ] Solution 2 - Registration fee to be a seller (Vaguely like #113 #44) (not just registering a trade zone) Probably not practical as they need to sell to earn enough TO sell.. although player to player could remain unrestricted. This might handicap the early mining game too much for players.
[ ] Solution 3 - Limit selling purely to from player inventory, then allow selling from shared/public/faction/owned cargo after the time limit.
There is a number of unanticipated issues and abuses of Economy (mainly avoiding piracy or the need to build storage) These are probably covered in part or as aspects of other logged issue/enhs. Logged here for project steering. Not all solutions are needed, but at least one should be selected for a given issue.
Issues:
[ ] Solution 1 - Implement a tag for connectors or cargo crates which automatically sells on interval any item in that crate if they enter a trade zone trading that item. We could possibly have an (optional) tag for an item name - but realistically sorters do that job already; and max qty. eg [economy] SELL (item) (qty) SELL $1 $2 $1=an optional item name $2=an optional maximum sell qty (ie if qty is 100 and there was 101 items, sell 100 and leave 1) could use the custom data field to record already sold qtys.
[ ] Solution 2 - Implement a tag for connectors or cargo crates which automatically buys on interval any item that the crate already contains, or implement an item name tag. eg [economy] BUY ice (10000) BUY $1 $2 $1=an item name to buy $2=how much to buy before stopping May need to track volume purchased in custom data field so people buying to build something stop buying once they have enough. Eg, they bought 10000 ice, but it was all pulled out by the oxygen generator. Stop buying after 10000 passes through the crate.
[ ] Solution 3 - If items in crate get used, auto buy more of that item to maintain its stock level. This makes it compatible with assemblers/refineries
[ ] Solution 1 - Initial limits on selling (as listed in #91) time limits on first joining before you can trade. maybe still allow buying from market and selling to other players tho.
[ ] Solution 2 - Registration fee to be a seller (Vaguely like #113 #44) (not just registering a trade zone) Probably not practical as they need to sell to earn enough TO sell.. although player to player could remain unrestricted. This might handicap the early mining game too much for players.
[ ] Solution 3 - Limit selling purely to from player inventory, then allow selling from shared/public/faction/owned cargo after the time limit.