Product Cost Rebalance

Mods chevron_right chevron_right Product Cost Rebalance
  • description Description

    This is meant to balance the buy/sell values of some items to bring a wider market of items that can be sold to  help the player make $$ by trading. In addition, the margin for higher/lower prices is wider. Notice the Election Vapor in the image is selling at -9.8%. The most I usually see without the mod is 4 to 5 %. This should provide more options than just mining or running around the space station gathering dynamic resonators.
     
    The mod also makes a few buildables more player friendly. I tried to use some of the materials the game had not. A few items, like voltaic cells, wires, et al, have had their cost lowered. 
     
    oldValue  -> newValue                   notes

    Atlas Stone
      BaseValue:   50K -> 1M              buy 1M * .5 = 1.5M * (0 to .3) = 1.5 - 1.95
      BuyBaseMarkup:   40    -> .5        sell 1M * (0 to .3) = 1M to 1.45M 
      LowPriceMod:   .25  -> 0
      HighPriceMod:  .5       -> .3
      BuyMarkupMod:  1.5  -> 0

    Carite Sheet
      BaseValue:     600  -> 1K

    MicroDensity
      BaseValue:     1200  -> 2.5K

    Suspension Fluid
      BaseValue:     800       -> 1K            buy  1K * .2 = 1.2k * (0  to +.3) = 1.2 - 1.56k
      BuyBaseMarkup: 17   -> .2         sell  1K * (0  to +.3) = 1k - 1.3
      LowPriceMod:   .25    -> 0
      HighPriceMod:  .5      -> .3
      BuyMarkupMod:  1.5 -> 0
     
    Election Vapor
      BaseValue:    3600     -> 6K           buy  6K * .2 = 7.2k * (-.1 to +.2) =  6.5 - 8.6k
      BuyBaseMarkup: 17  -> .2         sell  6K * (-.1 to .2) = 5.4 - 7.2k 
      LowPriceMod:  .25    -> -.1
      HighPriceMod:  .5     -> .2
      BuyMarkupMod:  .7  -> 0
     
    Antimatter
      BaseValue:     4550    -> 10K       buy  10K * .3 = 13k * (-.05 to +.3) =  12.3k - 17k
      BuyBaseMarkup:   5   -> .3        sell  10k * (-.05 to .3) = 9.5k - 13k
      LowPriceMod:    .1      -> -.05
      HighPriceMod:    .2    -> .3
      BuyMarkupMod: 1.5  -> 0
     

    Alloys
      BuyBaseMarkup:   .2  
      LowPriceMod:    .25
      HighPriceMod:    .5
      BuyMarkupMod:    0

    1 - ARONIUM
    - BaseValue: 1125  -> 2k
    - 50 carbon
    - 50 iron

    2 - HEROX
    - BaseValue: 2100  -> 6k
    - 20 Plat -> 50
    - 20 Zinc -> 50

    3 - LEMMIUM
    - BaseValue: 22500  -> 17k
    - 100 Titanium          -> 50
    - 200 Tham                -> 50 gold

    4 - CROLIUM
    - BaseValue: 25730  -> 20k
    - 50 Chrys
    - 100 IRIDIUM

    5 - MAGMOX
    - BaseValue: 21840  -> 30k
    - 30 Carbon               -> 50 red sys (Rubem)
    - 300 Pluto                -> 100
    - 300 Tham               -> 100 Copper

    6 - GRANTINE
    - BaseValue: 25925  -> 40k
    - 100 Emril                -> 50 green sys (Viridim)
    - 100 COPPER          -> 100 Alum
    - 1 Alloy1                    -> 2 Alloy1

    7 - TERUMIN
    - BaseValue: 28440 -> 50k                               sell  50K * (.25 to .5) =  62.5k - 75k
    - 40 EMRIL               -> 50 blue sys (Cymatygen)
    - 40 GOLD                 -> 2 Alloy2
    - 1 HEROX                -> 1 ACID

    Dynamic Resonator
      Antimatter:    2 -> 1
      Micro Density: 4 -> 2

    Voltaic cells
      50 -> 25

    Wires
      20 -> 10
     
    Poly Fiber
      100 -> 50 
     
    Save Point
      50 Plat -> 20
      100 iron -> 50
     
    Health Station
      100 chrys    ->  1 Rower Reservoir
      1 elec vap   ->   1 MAGMOX     
      10 cboard   ->  1 Poly-Fiber
     
    Shield Station
      100 chrys               ->  1 Lemmium
      2 shielding plate  ->  1 Shielding Sheet
      10 cboard              ->  1 Poly-Fiber

     
    Coming up:
    Trade Terminal
    Geobays
    Décor containers (the whole reason I started this)

    Warp Cells (requires additional file)
     
     

  • speaker_notes Installation

    put the pak in MODS

  • event_note Changelog

    v1.0

    METADATA/REALITY/TABLES/NMS_REALITY_GCPRODUCTTABLE.MBIN - init values

    v1.1

    Added Alloy

    Rebalanced all item values to be closer to actual cost of materials to create, considering commonality and usefulness (like fuel). 

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