I have no problem with the ability to buy up minerals when noticing a low market price, and then hoard it until the price is higher to sell for profit. But this is very different.
@Blurb About treating it as several smaller transactions. Keep in mind then that it would need to show a price that isn't the same per unit for different quantities.
If what I described is not a problem, it's at least illogical right? If you sell and rebuy the same quantity over and over, why would the price get higher and higher after each transaction? The net market supply is the same, and that is what essentially decides the price. Is it because the market loses supply in energy credits? After trying the exploit in game, I see that this happens. I guess yes, in the real world, one single transaction could never be large enough to affect the market price so drastically so that you immediately can sell it back for more than you bought it for, which is what needs to be the case in the game too.
The transactions need to be smaller relative to the market. Yes like you said, one way would be to only allow smaller transactions (but bundling several for less clicks), the other would be to make the price not as easily affected, meaning that the market is bigger, more stable. This should be the case as the game progresses, and the quantities empires trade increase. The desired effect of having a larger market relative to the transaction sizes is achieved. I think the latter is the needed solution.
Maybe there is an algorithmic solution to it. The more the market is being used, i.e. the more resources that flow through, the less should it fluctuate from transactions per resource. The price change function must be dynamic. For example, in the early game the market trades less resources and the price fluctuations are at a reasonable level for that time. But later, quantities grow to the level that the fluctuations become so high that they're exploitable. With more resource flow, do prices need to be more inert. The result should be for example: when I sell 20% of my stockpile in the early game, the market price fluctuation is the same as when I sell 20% of my stockpile in the mid and late game, in spite of, and because my stockpile being larger. To put things short, the price inertia must be proportionate to the market's resource flow.
Sorry for the length of the post, but it's hard to concisely explain what I mean.
@Blurb About treating it as several smaller transactions. Keep in mind then that it would need to show a price that isn't the same per unit for different quantities.
If what I described is not a problem, it's at least illogical right? If you sell and rebuy the same quantity over and over, why would the price get higher and higher after each transaction? The net market supply is the same, and that is what essentially decides the price. Is it because the market loses supply in energy credits? After trying the exploit in game, I see that this happens. I guess yes, in the real world, one single transaction could never be large enough to affect the market price so drastically so that you immediately can sell it back for more than you bought it for, which is what needs to be the case in the game too.
The transactions need to be smaller relative to the market. Yes like you said, one way would be to only allow smaller transactions (but bundling several for less clicks), the other would be to make the price not as easily affected, meaning that the market is bigger, more stable. This should be the case as the game progresses, and the quantities empires trade increase. The desired effect of having a larger market relative to the transaction sizes is achieved. I think the latter is the needed solution.
Maybe there is an algorithmic solution to it. The more the market is being used, i.e. the more resources that flow through, the less should it fluctuate from transactions per resource. The price change function must be dynamic. For example, in the early game the market trades less resources and the price fluctuations are at a reasonable level for that time. But later, quantities grow to the level that the fluctuations become so high that they're exploitable. With more resource flow, do prices need to be more inert. The result should be for example: when I sell 20% of my stockpile in the early game, the market price fluctuation is the same as when I sell 20% of my stockpile in the mid and late game, in spite of, and because my stockpile being larger. To put things short, the price inertia must be proportionate to the market's resource flow.
Sorry for the length of the post, but it's hard to concisely explain what I mean.
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