Suggestion - make mining spots, plugin controlled, placed in all RP-related places (like where it should be in lore), but with "regular" ore commodity, with low price. Just for RP immersion.
What i'm about. For example, flying as junker, you will note sad thing - you can collect scrap only in NY, while there much another scrap fields around Sirius. I cant just fly around from field to field and "salvage" things. Such disconnection of gameplay from RP imo harms immersion, as well you could be sticked to system or region which you just dont like. Dont know of course if another mining players wish to have immersive, but non-profitable mining spots. What do you think?
I agree, but would like to expand on the idea. Low profit but still not completely pointless trade routes could be added for various factions. Something like transporting run of the mill goods from one unlawful base to another. Salvaged stuff from Sandur base to Torshavn or something like that.
The profitability should be very low compared to normal mining/trading.
They have established a field for scrap near Belvedere Refinery. Problem is that not enough drops per shot. It took 30 hits to go from 124 in cargo to 141 - about 0.6 per hit. I have a Junker CSF with four mining turrets in correct placement.
One needs to go to Junker base to sell, which I approve of. The drop rate is very low to be an incentive to mine it. Perhaps if this was boosted there may be more interest.
Platinum ore prices are very very low. I talked to the Game Master about this but I haven't got any help yet. I was told someone was looking into the matter but nothing happened. Of these, the prices of other mining ore have been reset, leaving only platinum ore in the dark.
Why should the roleplay created mining fields less profitable? They easily can be tweaked so the profitablility stays the same, you need to fly less way but need more time to mine.
I really don't understand why unlawful trading should be nerfed against lawful trading. This would add some activity throughout sirian unlawful groups, the hostilities between them would be extended as their transports and miners now can be attacked, also because of the increased unlawful traffic the lawfuls have more chance to catch a smuggler or an "harmless" unlawful which can provide some interesting rp, corrupt cops and whatnot.
(12-15-2020, 08:23 PM)Strichev Wrote: I agree, but would like to expand on the idea. Low profit but still not completely pointless trade routes could be added for various factions. Something like transporting run of the mill goods from one unlawful base to another. Salvaged stuff from Sandur base to Torshavn or something like that.
The profitability should be very low compared to normal mining/trading.
All commodities having a linear profit trajectory from their source would be ideal, IMO.
"trader" faction NPC bases should provide the realistic function of selling necessary commodities at incremental price changes along the entire route. The typical of only selling low at the source and buying highest at the furthest system away is correct,
but trading factions which have bases in between would and should have incremental prices along the route.
An added bonus would be the ability of beginning players to short haul between bases for decent cash.
Any movement of a product away from the source and towards demand should yield some profit, in every case.