See, random would be even worse, and even stupider. Then it'd be "who's lucky enough to catch it when it opens first?" instead of "who loads and presses ctrl+f6 twice first?"Yeah, nice there.
I disagree. The current system, at the moment, seems to reward whoever has the fastest machine / has pre-loaded the game. It also rewards blindly throwing yourself at the market without checking to see if the price for crystals is something you'd actually be willing to
pay.
While locking the market for the first N seconds or the first N minutes would fix the first problem, it wouldn't fix the second; and I dislike the idea of having to set up a stopwatch on my desk or start whispering "one mississippi, two mississippi . . ." just so that I can be competitive and spam CTRL+F6 as soon as I know the black market is active.
By contrast, having the market
randomly open (say, in the first 30-90 seconds) rewards players who are paying attention to the market screen on a regular basis. While you're right that the players will need to be "lucky" to tag the market as soon as it opens, observant players will be able to increase the chances that they'll be the "lucky" ones.
Personally, I think the best answers are to either disable the market for the first 30-90 seconds (random seed value), or to disable the market until you build your first Civil research station. I don't agree with the sentiment that the latter would turn into "who can spam a Civil Research Station and hit CTRL+F6 as soon as it finishes" . . . for one thing, players will probably have diverged enough by the point that their Civil labs have finished to not all be spamming CTRL+F6 at the same time, and they'll actually be able to
watch the Black Market screen as their Civil lab is finishing, rather than just pounding a hotkey and hoping they win.
. . . besides, a lot of people ignore Civil stations entirely in small map play; tying Black Market to building a Civil Lab would shake up the established build orders and give the players some difficult early-game decisions.