Buff 1 main commodity per faction => streamline traffic => increase interaction - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Buff 1 main commodity per faction => streamline traffic => increase interaction (/showthread.php?tid=118473) |
Buff 1 main commodity per faction => streamline traffic => increase interaction - Jack_Henderson - 07-28-2014 Heyhey! I have been thinking about how to streamline traffic in Disco and make encounters and interaction more likely. The issue: Too many commodities with too many drop-off points allow players to fly in too many different parts, using too many different routes. While realistic, it is bad for the interaction, and Disco is a multi player game that lives from the interaction between players. The conclusion from the perceived issue: Disco's trader movements need to be directed in order to become predictible to a certain degree. They need to move through certain bottlenecks to imcrease the probability of encounters on certain routes, and on these routes in certain high-probability places. The Solution: There are many that are already being worked on (like cutting systems, etc). But here is my easy approach for which only a few values have to be changed:
Summary: A significant buff to 1 main commodity would motivate players to prefer a certain route. When many factions define their routes according to the criteria (from periphery to main hub), bottlenecks and danger zones, as well as House Capitals will receive more traffic, and - more importantly - predictible, guided traffic that other players can rely on. Thus interaction becomes easier. Known issues:
Realisation: Please post your suggestions in this format: Code: [b]NPC Faction:[/b] <your NPC faction> Feedback is generally welcome. I will edit the faction's suggestions into the 2nd post, so that we end with a list of commodities. Devs can then decide whether they want to take that up or not. Jack RE: Buff one main commodity per faction - Jack_Henderson - 07-28-2014 Reserved post to collect player contributions to have a clean result in 1 post. (07-28-2014, 02:58 PM)Vredes Wrote: NPC Faction: Rogues (07-29-2014, 12:25 PM)Jack_Henderson Wrote: NPC Faction: IMG (07-29-2014, 12:44 PM)Zayne Carrick Wrote: NPC Faction: Red Hessians (07-29-2014, 01:15 PM)Wulverine Wrote: NPC Faction: BMM (07-29-2014, 06:33 PM)Jansen Wrote: NPC Faction: Landwirtrechtbewegung (07-29-2014, 07:45 PM)Highland Laddie Wrote: NPC Faction: Planetform (08-06-2014, 10:26 AM)John Wildkins Wrote: Dunno if this format still applies, but here goes: (08-07-2014, 08:27 AM)larzac Wrote: NPC Faction: Junkers (08-07-2014, 10:18 AM)KingG Wrote: NPC Faction: <Liberty Rogues> RE: Buff 1 main commodity per faction => streamline traffic => increase interaction - Vredes - 07-28-2014 A good idea, will give back life to smuggling as well as to companies like Synth foods and Cryer. RE: Buff 1 main commodity per faction => streamline traffic => increase interaction - Vredes - 07-28-2014 Also smuggling should be twice as profitable. And stop giving big trading ships to unlawfuls. RE: Buff 1 main commodity per faction => streamline traffic => increase interaction - Vredes - 07-28-2014 NPC Faction: Rogues Top Commodity/highest buff: Slaves Top Commodity Current Price at Location: ~8.000(40.000 if you take in account my previous thread about making human cargo take more cargo space) at Planet Malta Suggested new selling point: Planet Crete or Corsair stations like Cadiz ( I am not sure how will corsairs react to this in RP since their population is already high) 2nd Commodity/medium buff: Cardamine 2ndCommodity Current Price at Location: ~7.000 at Buffalo Base Suggested new selling point: Trafalgar Base, it will be fun look at smugglers trying to get through the shortest way, the warzone. RE: Buff 1 main commodity per faction => streamline traffic => increase interaction - Valarin - 07-28-2014 I am quite opposed to this concept, and I hope I can explain why. Take it constructively, I'm not trying to shout down your ideas or have a go. As someone who trades relatively frequently, being strongly enticed or bound to one or two select commodities/routes reeks of sheer repetitive tedium after a short amount of time. The freedom to pick and choose where I'm going next is a great asset which shouldn't be underestimated, and is really the only thing that keeps me flying; there are other ways to make credits, after all. Furthermore, I believe that adding such bonuses would be a step towards unbalancing the market, as (as far as I understand) the current economy has been quite carefully created to be balanced no matter what/where you're flying. Now, I understand this is probably not so much a move to make trading more profitable but rather to increase activity and interactions. But doesn't guaranteeing an easy choke-point for pirates make it a little dull, especially in the same place every time? And I'd wager that those players who metagame to avoid piracy/other interactions would surely still do so, or else find other things to do with their time if they were so strongly inclined. How would you enforce traders not using other factions' profitable routes - would the bonus be delivered by FLHOOK input, similar to mining ID's getting drop bonuses (if that's how it's handled; I can only assume)? If not, it seems like another thing to have to enforce and restrict players with. Without something resolute like that, all we do is end up with a whole bunch of higher value routes and destabilize any non-boosted cargo trading and sinking more credits into the economy. And if it's not hook/ID-based, what happens in the case where several factions want the same cargo boost? All things said, though, there are enough factions that even if they all flew only their one route, would it really change anything? They're still playing all over Sirius, This seems like needless work for not a whole lot of benefit, and all the while making things that little bit less interesting. I'd also be a little worried about it being easier to single out and pick on a particular group without much effort; instead of an interesting chase and work on the part of the pirate, they could sit in one location semi-afk and prevent a faction from using their most profitable route. My personal suggestion would be to just encourage factions to follow their own roleplay without actual penalties for variety. There's already a decent amount of support for this that we can see every day; such as Junkers hauling scrap, mining/shipping factions involved in the ore trade and unlawfuls trading contraband. They don't need an extra 1000C/unit to stick to what they should already be doing. Any suggestions or answers where I've missed the plot entirely? -V. Quick, only-related-to-Vredes edit: (07-28-2014, 02:58 PM)Vredes Wrote: Top Commodity/highest buff: Slaves Last I heard, the Corsairs were very strongly against the slave trade, but that's purely an IC thing and would probably depend upon the personal player. Don't know whether it would affect your decision, but I'd probably hesitate to sell them there. RE: Buff 1 main commodity per faction => streamline traffic => increase interaction - Omicron - 07-28-2014 Omicrons, Omegas and good share of other systems have no trade lanes you silly. No house capitals there either. RE: Buff 1 main commodity per faction => streamline traffic => increase interaction - Jack_Henderson - 07-28-2014 (07-28-2014, 11:35 PM)Omicron Wrote: Omicrons, Omegas and good share of other systems have no trade lanes you silly. No house capitals there either. Learn to read. Hint, hint: Quote:Known issues: RE: Buff 1 main commodity per faction => streamline traffic => increase interaction - Omicron - 07-29-2014 There's no way for Core and Order to have one common hub, given they have their own centralized seats of "power" and effectively be at war with each other. Learn to think. RE: Buff 1 main commodity per faction => streamline traffic => increase interaction - Duncan Farquar - 07-29-2014 (07-28-2014, 04:14 PM)Valafar Wrote: How would you enforce traders not using other factions' profitable routes - would the bonus be delivered by FLHOOK input, similar to mining ID's getting drop bonuses (if that's how it's handled; I can only assume)? If not, it seems like another thing to have to enforce and restrict players with. Without something resolute like that, all we do is end up with a whole bunch of higher value routes and destabilize any non-boosted cargo trading and sinking more credits into the economy. And if it's not hook/ID-based, what happens in the case where several factions want the same cargo boost? Did you try to buy Synth Gel in Riverside without have a Synth Foods ID or full green rep with them? You can't because you don't have enough good relationship to buy it. It's true, try it. Well, you can make something like that to sell... I think. You can sell only if you have the right ID or rep. |