Astro Galaxy - a realistic space exploration game
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Author Topic: Trade Corp: Gauging Interest  (Read 782 times)
Publius
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« on: March 28, 2018, 02:28:46 PM »

per the Galactic Commerce Thread http://forum.astro-galaxy.com/index.php/topic,9915.45.html

We may soon have an Earth bound corp dedicated to increasing commerce by allowing players to join temporarily, make a purchase or sale, and leave.  A few of the larger players have donated around $100m/ea to getting the ball rolling, and debate is still underway re. how exactly things will work.

Assuming we get all that figured out, is there any interest among the players we hope to serve?

To get things moving, I'm willing to dedicate up to 2 Factory ships (96-slots) to providing initial inventory.  If there's interest, I'll sell at a minimum markup of 10% of Earth sale price, to a max markup of 50%.  

If there's a lot of interest, you don't have to bid high - there'll be more production soon 1  If there's a lot of high bidders, I'll allocate smallest order to largest, then first come first served.  If there's not much interest, another "good idea" bites the dust  laugh

If you want to undercut my prices, please do!  Those slots are really supposed to be building me more SLB's  19

Please indicate interest below, along with your bid.

Module TypeMarkLevelCostMin Sale $Max Sale $UtilityDays
Adv Atmospheric HarvesterAAH32$1,798,656$1,978,522$2,697,98426 m3/hr2.0
Adv Cargo BayACB48$406,176$446,794$609,2643,825 m33.0
Adv Mining FacilityAMF48$2,080,128$2,288,141$3,120,19238 m3/hr3.0
Atmospheric HarvesterATH100$780,900$858,990$1,171,35026 m3/hr6.3
Cargo BayCAB150$189,600$208,560$284,4003,825 m39.4
FTL DriveFTL50$214,200$235,620$321,3001.326 au/min3.1
Living QuartersLVQ50$210,200$231,220$315,30015,900 crew3.1
Mining FacilityMIF150$898,350$988,185$1,347,52538 m3/hr9.4
Science LabSLB100$917,000$1,008,700$1,375,5002,575 rp/hr6.3
Wormhole GeneratorWHG50$901,500$991,650$1,352,25014.31 ly/hr3.1
« Last Edit: March 28, 2018, 02:32:53 PM by Publius » Report to moderator   Logged
Odlid
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« Reply #1 on: March 29, 2018, 02:52:24 AM »

I just built a bunch of SLB 100's - would have loved to spent a bit more to have saved that time.  With all due respect to Matamaure, Time > $$ for us newbs.

Can higher level mods be purchased?  Say, ACB 200's  or 300's?  I'm forever out of cargo space it seems.  ACB 48's would be useful solely as a method of reducing time to build 200's.  Color me interested...if the mod levels are capped at this level then I bid $446794 for ACB 48.  Would buy up to 50 units.  But would prefer to buy ACB 200's or 300's.

I suppose I'd need to drop out of the SOL corp to do this.  I'm an SEA drop-out - can I still leave SOL or do I have to finish SEA?  Also, I like SOL corp - can I rejoin it somehow?

Thanks!
« Last Edit: March 29, 2018, 03:03:02 AM by Odlid » Report to moderator   Logged
Publius
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« Reply #2 on: March 29, 2018, 11:30:26 AM »

Yes, you can rejoin Sol corp - you'll see it as an option in the Corps > Top Corps tab when you quit (or are booted for staying too long ;-) from Trade Corp.

The list above isn't definitive.  It's low level stuff that can make a big difference for beginners.  If Trade Corp takes off as we hope, you'll see Corps and major Independents selling cool stuff, that for them is excess inventory they'd previously have sold at a loss to Earth.

I'm also hoping some experienced players will put idle slots to work taking "special orders".  Anything can be made, if not by me, than by someone else - you may have noticed a bunch of "elder statesmen" in the organizational thread  19

This is to gauge interest - please put down what you're interested in - level, how much, what markup you'd consider.  It's not a contract; it's to see whether we're wasting our gaming time with the legalistic wrangling in the organizational thread..
« Last Edit: March 29, 2018, 11:47:55 AM by Publius » Report to moderator   Logged
Pokeboy
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« Reply #3 on: March 29, 2018, 12:40:25 PM »

I would recommend that you finish SEA. It is pretty easy and you get a decent amount of QP and a free ship when you finish. You can do it even after you leave SOL.
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Odlid
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« Reply #4 on: March 30, 2018, 11:18:51 AM »

Oooh - a free ship?  I'm going to wait until the ships cost several 100 million then finish. 
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Odlid
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« Reply #5 on: April 02, 2018, 10:56:40 AM »

Can I ask a question of you folks who are supporting this.  But first- many thanks!!  This is a good idea for new players.  

But my question is...why?  Unless I'm seeing something different there is no disadvantage to taking a mark 100 module and doing a mark upgrade to a higher level.  I know the cost of a mark 100 module + the 'mark upgrade' cost of going to, say, mark 200 is the same cost as buying a mark 200.  In the same respect the time to build a mark 100 module + the time upgrade a mark 100 to mark 200 = time to build a mark 200.  Therefore it seems that you guys would always want all your manufacturing space upgrading modules - I'm always rotating modules through my manufacturing space mark upgrading them which allows the pay-as-you-go cashflow to be minimized.  I assume your are all doing the same...so therefore what is the advantage to doing this?  The 10% premium does not seem to be equal to the opportunity cost of committing manufacturing slots to this endeavor.

I could get it if Player A specialized in, say, researching Cargo Bay and Player B specialized in researching, say, Shields.  Player A traded CB's at a level that player B never researched for Shields at a level that player A never researched.  However, having never been in a non-SOL corporation I might be thinking wrong, but wouldn't high level research be a priority for the corporation and using a shared manufacturing ship be something that minimizes these trade opportunities?  That is, why not just buy through the corp at cost or a slight markup?

I've had company at the house for a few days and not playing much...but when explaining the game and this concept to my nephew it occurred to me there can't be much value/profit for this fine endeavor to the charter members other than a purely altruistic desire to help us newbs.
« Last Edit: April 02, 2018, 10:58:28 AM by Odlid » Report to moderator   Logged
Matamaure001
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« Reply #6 on: April 02, 2018, 01:05:10 PM »

Building a model 100 and upgrading it to 200 or building a model 200 right away? 1- You have to have cargo bay capacity to build the 200. 2- you have to have the ressources to build a 200. At higher MK levels, you need very large cargo bay specially for MAU. I have build my modules by upgrade and I would not have been able to build those right away. Now I could build my modules in one shut. My Shields are MK 6000 and my MAU are MK 5000...

It is true that research is very important, in our corp I have set up as supply ship with 2000000 RP per hour that we pass from member to member.
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« Reply #7 on: April 02, 2018, 04:52:56 PM »

Not entirely altruistic.  I'd like more new players to stick around and spice up this game I enjoy so much.  Getting out of Sol system is a brutal grind and drives away a lot of players.  If a (relative) pittance in low level mods can get them out where it's interesting, and moving at a non-boring speed, then time well spent :-)

Also, plans change, and sometimes corps and leading players are looking for a more profitable place to dump powerful, but no longer wanted stuff.  For example, I bought the high-grade EMS for my stations at a SPQNR internal "fire sale", the week before they were slated to be sold for a loss to Earth.  What if they could have instead been sold at a markup to midlevel Sol Corp and Independents via Trade Corp?
« Last Edit: April 02, 2018, 07:12:56 PM by Publius » Report to moderator   Logged
Odlid
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« Reply #8 on: April 10, 2018, 05:14:47 PM »

I no longer need the ACB 48's so I now withdraw my offer to buy them. 

I would trade Science 100's for Science 300's - up to 150 modules.  I am trying to get my RP to 1million/hr.  Please advise your price and quantity either via PM here or in game (Odlid is my ingame name as well)

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Publius
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« Reply #9 on: April 11, 2018, 01:41:14 PM »

No problem :-)

This thread was to "gauge interest".  Which appears to be minimal.  Guessing that means Trade Corp, if it happens, will be for clearing mid and high level mods among well established players.
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« Reply #10 on: April 11, 2018, 03:27:33 PM »

Are the any of the atmospheric harvester left I need a few ASAP and I can find some money for them
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« Reply #11 on: April 11, 2018, 06:34:15 PM »

Are the any of the atmospheric harvester left I need a few ASAP and I can find some money for them

Nothing's built - have lots of slots available, but no way (yet) to convey anything to you, Odlid, etc.
(and I'm far from being the only one who can build nice stuff ;-)
Providing a platform for buying and selling stuff among players is what this other thread is all about:  http://forum.astro-galaxy.com/index.php/topic,9915.60.html

Good news is nothing in the basic list (above) takes more than 2-weeks, and most takes only days.
With Officer, it's exactly 1.5-hrs / level, but a decent "in your head" estimate is 6-days / 100-levels.

And, the list above is quite flexible - it was my first take on "stuff I wish I'd been able to buy when I started playing AG".
By all means suggest other :-)
« Last Edit: April 11, 2018, 06:40:02 PM by Publius » Report to moderator   Logged
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« Reply #12 on: June 15, 2018, 05:27:40 PM »

This sounds like a very good Idea. In my previous experience with MMORGs there aren't many high-level gamers willing to be this magnanimous.
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« Reply #13 on: June 15, 2018, 08:22:30 PM »

We built it, but they didn't come ;-/

Been a handful of trades.  Yours could be one.  Sales tax is waived while Raphael is chipping in 1QP ($1m!) per transaction (to the salesmanager) to try and get this working.  However, that means a $1m minimum on purchases.

Anything you want built?  Personally, I'd recommend mobility and storage..  My markup is 10% (vs building it yourself with materials bought at Earth).  Others are welcome to their own ;-)
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