Speaking of the trader - x4000 isn't it a bit "xploit" like that players can buy stuff and then pause it on demand? For example i bought 3 things from the trader i won't complete anywhere within the next 3 hours, but i have them. Shouldn't trading involve exchanging goods, i mean, completed goods. instead of "buying something on rates over 3 hours (or more like 5 hours when you buy the Zenith power gen at the start of the game ,p) " ?
Well, think of it as if they are giving you seeds, and you are growing "plants" out of them. They are giving you blueprints, or nanites, or whatever. Or they are charging you over time a fee for using their nanites to build it. Whatever explanation you like -- the gameplay mechanic is the way I would want it. Basically, this is almost like the super-expensive "experimentals" in SupCom, except that you can only build them on planets where the trader happens to visit; that's the limiting factor. If you also had to have a massive amount of resources free there at the exact time that the trader comes by, people would hardly ever buy anything. I'm not worried about this being an exploit.
Which feeds to my next request, can't we get more than 600k resources? Give us research + building that does increase limits pretty please (Hey, tis worth a try ,p) with the new things we can build i find myself in numbers that are more like -1600 per second - in 60 second thats 96000 resource per minute, or the entire resource stack gone within - 6 - Minutes
Just wondering really if thats something even to be considered.
Given that this is a flow-based economy, I really don't think there's a need for more than 600k. The only purpose for having more than that is if a player is doing
really well and then wants to stockpile. This cap is (and always was) designed to be a "tax" of sorts on players who are doing too well and are not actually spending their resources. In alpha versions of the game, sometimes players would get several million of metal or crystal if they went through a stretch that was too unbalanced in their favor, and that meant that then the campaign was essentially done because they'd never hurt for resources again, even if the tides turned not in their favor. With the lower cap, that makes it so that the tides can actually turn -- if you were up and doing really well and maxed out your cap, that still doesn't matter if the AI then gets an advantage on you, since you'll go through that surplus in a hurry. The goal of this cap is to basically allow for more back-and-forth in the game, and it's not something I'm particularly going to consider increasing since I think it would have those sorts of side effects that are highly undesirable.