Talk:Trade (Apocalypse)

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What's supposed to go here?

Is this where manufacturing/buying/selling profitability for Apocalypse goes? NinthRank 21:21, 12 October 2007 (PDT)

I coined the name of the section on a whim - more as a filler and never expected it to be used. That's actually true for a lot of the other sections that have might seem odd. However, for this one I think I made it with the intention to include information how trade works. What can be bought (and when), from whom, what can be sold (including manufacturable goods) and for how much, and then describing the specifics on how price changes over time. Something along those lines. - NKF

Price of damaged vehicles

Not sure where this should go, but damaged vehicles have a reduced sell value. It seems to be proportional to the severity of the damage. Darkpast (talk) 18:14, 8 July 2020 (UTC)

Reservations On Price Changes

I am not exactly sure what is going on with what I've been testing to confirm the sell and buy price swings. Some games^ will have the price decrease for items that do not sell (which usually triggers price reduction once maximum "total market quantity" is reached) but other times the sell price does not decrease when that upper stock limit is reached.

  • could it be tied to the start quantity?

eg: stun grapple stock can be either 4items or ~20items randomly at each game start - does this low/high stock quantity affect future volatility?

  • does difficulty affect the upper/lower stock available at start? (somethings yes, it seems, but I have had maximum stock levels of superhuman starts)
  • is there some sort of internal code to weaken the severity of swings if the product quantity at game start was low? Like a global seed to influence all standard items?
  • does a product need to be bought or sold first to 'start' the weekly low/high price swings, since I've had no price decrease of items I have not touched (buying or selling them) once the "total market quantity" if reached? eg: never sold Lawpistol ammo or the gun. I just used what I had then threw them on the ground and did an 'escape' instead of mission complete.
  • are swings influenced by overall score and difficulty and not by a global seed? eg: bad score will decease the chance of minimal stock of the new week so that a struggling player can buy guns and ammo?

^ games specifically accelerated by ignoring the alien thing to only test this feature 'buy all, flooding. not buying anything, partial sells etc.' to watch what happens - but I've noticed the same things when playing proper SH games.