dtpsprt wrote: ↑Sat, 5. Sep 20, 00:55And, again, the crucial point is
NOT EVERYONE IS INTERESTED IN RUNNING STATIONS
Cool.
[sarcasm]
And not everyone is interested in having other ships besides the personal one.
I don't want to have other ships, period. But I want to be as rich and to be able to "sterilize" entire sectors within mere minutes, just like others do it with huge fleets. Because, again,
I am not interested in running fleets.
Why can't I play the way I like and is forced to purchase/build large quantities of ships (that load my PC's CPU and degrade FPS)????
[/sarcasm]
Your accusations have nothing to do with the game flaws. You are
willingly choosing to
ignore large portion of game mechanics and are complaining that without these mechanics your gameplay is impaired. As it stands right now, no offense, but you are your own worst enemy.
Even if you are miraculously allowed to have large (or, even limitless) amount of "autotraders", soon you will find out that the market is not that large.
Some "hard truths" about trading vs. mining:
1) First, let's compare trader vs. miner prices:
1.a) Cost of the "poor man's" Mercury Vanguard @ average prices on NPC wharfs (minus software) is: 213712Cr. That includes "ARG M All-round Engine Mk1", "M All-round Thrusters Mk1", "ARG M Shield Generator Mk1" abd that's it;
1.b) Cost of the "poor man's" Drill (Mineral) Vanguard @ average prices on NPC wharfs (minus software) is: 190118Cr. That includes the same equipment plus one "M Mining Drill Mk1";
2) Given the equipment setup, the "Mercury Vanguard" will have forward speed of 137.58 m/s; the "Drill (Mineral) Vanguard" will be at 245.29 m/s. That's 178.3% of Mercury, which means it will make deals faster;
3) Our ships are filled with best wares possible, bought @ lowest and sold @ highest prices:
3.a) our trader has 256 Advanced Electronics, bought @ 710 Cr (good luck finding this price in-game

), sold @ 1318 Cr. This nets us 155648 Cr per trade;
3.b) our miner has 980 Silicon, "bought" for free and sold @ 150 Cr. Each trade will bring 147000 Cr of profit.
4) Considering our miner is 1.78 times faster, it is more profitable. Plus, it is cheaper to outfit;
5) We did not take into account the market. While we can be certain in the 1318 Cr buying prices for Advanced Electronics, we will not be able to find profitable selling prices. NPC factions produce this ware in minuscule quantities (which is the reason it is in high demand in the first place!). In fact, if we increase our number of "autotraders" towards infinity, the supply will slip towards 0, ensuring selling prices would be 1317 Cr. Meanwhile even in case of full saturation, the prices for Silicon can not go lower than 111 Cr per unit.
Corollary: miners are far more profitable than traders. Plus, miners are ignored by pirates and have more chances to flee from Xenon by having higher speed.
You are blinded by your X3 experience, where the friendly GOD script ensured you would be profitable by adding/removing wares in order to maintain supply and demand.
X4 is not the re-skin of X3, its economy works differently! Not only the supply is extremely limited and is easily exhausted, resulting in "autotraders" having nothing to do, by building factories you are making supply and demand for yourself, expanding your maximum attainable income.
And as of right now, the culmination of this is…
Player's Wharf! For example, the lowest price on NPC wharfs for a "Mercury Vanguard" hull is 147352 Cr, while its production cost is 90EC+159HP=34671 Cr @ average prices for components. This means NPC wharves are ripping players off by at least 425%! No "space trucker" can ever dream of being as strong as a wharf owner.
Playing "no-station" will not and shall not be as effective as utilizing the game's mechanics (i.e. building stations).
P.S. Stop Caps'ing around. This is not cool.