To say the truth, I love the LBB2 trade system far more than Merchant Prince. It gives describable (and sometimes usable as plot-device) trade goods, along with a simple system to simulate the market's fluctuations (sp?). Its major advantage over Merchant Pribce (besides being far simpler, that is, and having specific goods), is the fact that some cargos are much more valuable than others; speculating in Radioactives, for example, requires alot more starting capital than speculating in Steel, but also yealds much more credits for every percent of profit. I love that system; and I wish to improve and streamline it without increasing complexity.
But the system is far from flawless. Some trade goods (especially manufactured ones) do not fit their prices-per ton presented in LBB3 (for example, ATVs); some (such as firearms) would yeald strange results when compared to the prices of LBB4 equipment (e.g. in LBB2 terms, a "ton" of ACRs will only hold 30 of them). the price problems are sadly carried over to the trading cards.
Also, are the limits on the number of tons available on every planet nescery (given the limited funds and cargo holds of freelance trader ships)? IIRC Merchant Prince didn't have them.
I'm also toying with the possibilities of "planetary specialities", i.e. items that are always available on one planet, or items that are always in demand on another - it gives the market a flavor.
But the system is far from flawless. Some trade goods (especially manufactured ones) do not fit their prices-per ton presented in LBB3 (for example, ATVs); some (such as firearms) would yeald strange results when compared to the prices of LBB4 equipment (e.g. in LBB2 terms, a "ton" of ACRs will only hold 30 of them). the price problems are sadly carried over to the trading cards.
Also, are the limits on the number of tons available on every planet nescery (given the limited funds and cargo holds of freelance trader ships)? IIRC Merchant Prince didn't have them.
I'm also toying with the possibilities of "planetary specialities", i.e. items that are always available on one planet, or items that are always in demand on another - it gives the market a flavor.