Hello,



I’m only about 1 patch away from putting my old research level networking code in to be full mmo. The patch I need to do before it is buying and selling at stations… But I thought, the user could save a lot more time if they in their inventory labeled the minimum they’d accept for selling items like iron or ship augmentations or gasses, etc. Then all they’d need to do is drive by a station and it auto sells with a pleasant tween animation +X $ or credits and a nice sound.
Players could do this with other players too:
Autotrade buy item X for y$ or z credits.
Autotrade minimum sell item A for B$ or C credits.
Pass by a player, ching ching ching, auto trades!



A skill could even be had called negotiation: where you can get edge case deals in your favor. One player with negotiation says I’ll sell iron for 4$ another player says I’ll buy iron for 5$, you pass by, and instead of buying for 4$, you buy for 4.25$ because of a good negotiation roll by seller.
What do you think about a system like this? It’d save time flying around, it could get complicated with trading, but it could do weird popular zone mechanics… Like some players would be just flying their ships around everyone hoping for auto trades. When you scan a ship, it could show their auto trade tables so you know values… Kinda like an auction house, but decentralized… Sounds cool, eh. I should do it eh?



I just thought of it and want to sleep on it, let me know what you think.
Starfighter General has a realistic true economy where vendors don’t buy stuff unless they sold product and have liquidity. https://www.starfightergeneral.com/2022/08/true-economy-stations-to-sell-buy-rob/ All the players on an entire server is not selling one poor businessman tons of luxury yachts to get billions. It’s a buy/trade economy from different systems that ends up balancing prices due to supply/demand and trade route impacts.


