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Credits, utterly broken. - Printable Version

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Credits, utterly broken. - Carme - 03-29-2009

Fair enough, but... just talking about it isnt getting it fixed...
which members of the Dev team work on this kind of stuff?

figuring out how to balance Credits should be a priority project for them...


Credits, utterly broken. - Robert.Fitzgerald - 03-29-2009

The problem with your "uber mining area" idea is that if it really generates a ridiculous amount of credits, tons of people will go there. Some people will go out of the ZOI and RP in order to get the huge profits. A large concentration of the server's population could be focused on just one area - which is not really ideal.

I think that mining should eventually overtake trading as the number of miners/transports increase. Smuggling should be a little bit more profitable than trading (just a little bit, as traders get pirated more than smugglers get fined).

Missions should give enough credits just to sustain a character, instead of being able to fund more (unless you do tons of high-yield ones). Alternatively, the repair and ammo costs could be reduced by a certain level, so fighter characters wouldn't need to drawcash so often.

Edit: one thing I'd like to see changed about the mission system is the levels of difficulty. It's impossible to fund an LPI character for instance through missioning, as the rewards are crap in the low-level liberty area. Perhaps a few special missions could be added on certain bases to allow characters in the houses to make back ammo/repair costs.


Credits, utterly broken. - Saigo.Watanabe - 03-29-2009

In Rp i agree that Trading and Smuggling would be the most viable option to gain money with Mining, Pirating and Missions coming behind.

But oorp they should be more equal so everyone can do what they enjoy to get the money, whether it being pirating, smuggling, Missions or mining.

Smuggling should be more profitable but more risky.
Trading should be less profitable than smuggling but less risky.
Pirating should stay the way it is
Mining should be more profitable to be a few mill behind Trading
and Missions should be a few more mill behind Mining.

P.S. By a few mill behind i mean a few mill behind per hour.


Credits, utterly broken. - Primus Avatar - 03-29-2009

' Wrote:Mining should be more profitable to be a few mill behind Trading


i disagree. Mining makes you DO something to earn it, instead of just periodically clicking autopilot or dock buttons.


+ you're on one place mostly, making you vulnerable to raids.


It should definitely be more rewarding than trading.


Credits, utterly broken. - Robert.Fitzgerald - 03-29-2009

I don't think missions should be anywhere near as profitable as trading. Completing missions over and over again does not provide other players with many roleplay opportunities: you go on average 30k away from a base, kill npcs for a few minutes or longer (depending on mission difficulty) then return to base. You are close to a friendly base, so you're "protected" somewhat. You don't have to venture out into new systems with potential hostile players in them - like traders have to.

If missions were more involved, for instance an Outcast mission to destroy a Corsair base in Omicron Gamma, then maybe they should earn more. As the outcast would not only have to travel out there (potentially meeting more players to interact with), but he'd have to interact with the inhabitants of Omicron Gamma.


Credits, utterly broken. - Carme - 03-29-2009

100% agree with this most recent post from Fitzgerald.

My "Uber mining" idea is NOT supposed to be one place. its (I thought I was clear enough)
"got places like this all around Sirius" would be the idea, where in many far reaches of sirius, one could fly out 150K and mine valuable minerals in hostile space.
(How about highly radioactive space, giving way to REPAIR SHIPS which carry 4k each of the b/b's) you gotta have the repair ship using bots to keep itself in one piece, and also passing them to the other pilots, esp. fighters/bombers who are needed to keep those nasties (NPCs/Player, Pirate-types) at bay.


Credits, utterly broken. - El Nino - 04-01-2009

' Wrote:(Taking missions with your faction in a fighter should be worth far more than the difficulty of the mission) 20mil per hour on tough anticap missions
(Mining ores/gases in asteroid fields should be worth a decent amount of credits, no matter what you mine) proper fields yield about 20 mil per hour per player in a team
(Trading commodities should have a fairly level playing field all around.) 20-30mil per hour
(Smuggling, heightened from Trading because of the risks, but still compared to other smuggling, should be a level playing field.) smuggling 30 mil +
(Selling captured enemy pilots between warring Houses should be risky and worth a significant amount, [example: Liberty Navy kills Rheinlanders, and brings them to prison stations in liberty house.].) In a team taking out cap patrols 20-30 mil per hour
(Pirates, because of the general fund-raising ability of all kinds of routes, will be more widespread and able to convince that 2M off of most any trader in a ~3k+ Transport.) I ask for 4 milion, and usually steal their cargo and sell it for 5 mil nearby.
(Terrorists should get money for hostages sold to their bases (maybe something better/different if it can be thought up)..) This is actually a very good idea.
(Nomads getting money from pilot commodity sales.) Nomads? Lolwut they have their own smuggling route.
And Finally:

(More Teamwork, and more Roleplay.) But teamwork yes... that should be boosted greatly. One should be making 30-50% more in a team.

As a pirate I do think that some runs should become very very risky and expensive... And some did. But piracy is not as widespread as one would hope.


Credits, utterly broken. - Carme - 04-02-2009

@ Jure
What do nomads have as a smuggling route?


Credits, utterly broken. - cmfalconer - 04-02-2009

why on this or any other sector would the nomads be smuggling?

smuggling = TRADING in unlawful goods

TRADING = not something Nomads would do.

Sorry, I don't think i'm ever going to see a translucent blue squishy ship hauling Alien Artifacts to Beaumont.

Trading's not as easy as one would make it out to be. Either jumping these frivolous embargos (agrees with Xoria 100%), or running around them; NPC pirates disrupting tradelanes three times in one system (more annoyance than anything, but huge overkill), and player pirates demanding more money than the profit a run gives, all make for an less-than-boring trading session.

Mining your way is a little far-fetched an idea. How many players do you envision here? 6 mining vessels, maybe 6 transports, one escort per transport and vessel, you're already up to 24 PLAYERS, that's 15% of the server population on a full server, more like 40% on most days.

If you wanted it to be like that, a mining "consortium" would be two escorts, one miner, and one transport 5k size. The miner and it's escort can shoot and mine, while the transport and it's escort head back and forth from a station. with more players, the complexity goes up exponentially.

Missions do need a slight boost, either that or ammo needs a slight decrease. 5k for one missile/mine? please. That does NOT stop spamming, it only ups more /drawcash-es. I've been doing 120-150k missions in O15 for my BHG Guard rep, and those are the highest I can do w/o running the risk of capital ships (I'm in a Manta), and when done killing the NPCs and such, my repair/replenish costs are more than what I earn in the mission, equipment and pilots included...I agree on this point, to an extent.

I just lost my train of thought, so I'll end here.


Credits, utterly broken. - swift - 04-02-2009

Fact: A combined fleet of traders and miners should at all times earn more than a fleet which only trades, on average divided up along all members of the team.

Give me a reason why not, and I'll beat your argument every time.

Furthermore, I am so thrilled I've made a huge fortune in racing that I don't need to trade/mine/pirate for money, but for RP. Others are not so lucky.