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Dart's Mining Suggestion - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Dart's Mining Suggestion (/showthread.php?tid=55974) |
Dart's Mining Suggestion - Toaster - 03-02-2011 A) Why is there so much hatin' going on in this thread? ' Wrote:If you want to discuss suggestions, I offer you one. That one seems to have been unnoticed in the main thread, so I decided to propose it here. I just want to know other people's opinions on that one. And I used BMM as an example here. This, minus the crossed-out section. Finally some RP / variety for mining. So, I successfully wrote three lines. Dart's Mining Suggestion - Cat - 03-02-2011 I also was thinking of making Hegemon more like a mobile mining/storage platform... Protected enough (maybe armor buff), capable of fending off some attacks, but not too agile and fast. Although that might seem too radical. The nerf prices part was a solution to one problem: people tend to mine, F1 and switch to their transports. The price of the ore should be low enough to fend off the lolminers (that means that mining and hauling all by yourself wouldn't be as profitable as trading), but high enough to encourage teamwork. Besides, there was a point about tripling the bonuses the Mining mod gives. This may encourage trading faction activity (since they'd need to haul it fast) and may give the Barges some use (if you mine more ore than you can deliver at the moment). However, you should give kudos to Aeternus Doleo, because basically it's his idea. I just stated why it seems good to me and how it can benefit the RP (and added the part about the Hegemon). Dart's Mining Suggestion - AeternusDoleo - 03-02-2011 ' Wrote:Background: The current mess with mining is the fact that there are too many lolwut miners that end up generating too many bull**** sanction reports. There aren't enough admins to go through all of these, and they believe that they are subject to too much work sorting them out.Good thoughts on this so far... Quote:-Mining system-Making mining factions as exclusive as SCRA, Phantoms, Nomads etc? Jolly good idea. Who's going to be in charge of who gets in and who gets left behind? How do new players get invited or even made aware that this is the way to go? Moneymaking schemes should -not- be exclusive in my opinion, so I am very much opposed to this idea. Being able to mine should not equate to having the moneymaking variant of the nomad gunboat turret. Quote:You've basically summed up a few of the official faction responsibilities that come with the faction rights. Not sure what you're trying to accomplish by pushing this on unofficial factions. Quote:-Mining yields in coherence with above system-I thought the aim was to generate more trade? Then you need more cargo, not higher value cargo. I would propose the exact opposite of this: Drop ore prices by 75% (to about the value of the base commodity) and quadruple their droprate. Then kill the Hegemon as a mining vessel (or halve it's bonus) to curb solo mining. Quote:Ore hauling should be a privilege: With a product that is in high demand, and very difficult to come by, Group mining operations are mandatory, for security and for mining speed.Yea. Hauling unprocessed chunks of rock should be the domain of the most elite of traders. Sorry, but I'm going to have to disagree again. Ever seen a mining operation in real life? They have HUGE cargo movers to move a LOT of stuff in bulk very fast. You don't use armored transports for unprocessed rock. No, restrict mining to small miners to force people to buddy up with a transport, and ensure the transport is full rather quick so that: a: The transport captain doesn't get bored. 30 minutes of just sitting there gets old. b: The small miner can fill it's role as an escort afterward and be on the move as well. Quote:Roleplay ChangesPlease, no exclusivity, just drop the value down to that of every other basic trade commodity. Heck, do away with the "Ore" types entirely and just drop gold, silver, copper and whatnot directly. Gives miners who want to do short hauls a chance to drop it off at the nearest friendly base for a pittance, and pirates can do cargo piracy easily as well since most junker bases will readily trade base materials. Quote:I'm sure a lot of folks who like indie mining will be angered by this idea, but mining operations are meant to be big, and they are meant to gather as much ore as possible in order to meet demand. in space they should go out of their way to get enough logistical support to maintain an operation. If such indie doesn't want to be an a faction, its their problem. If they want to make an "approved faction" then so be it. Just make it clear to the community that you can RP and that you will maintain order (RP and rule-wise) with your members.Corporations are big by handling volume, not value. How much sense would it make to have one unit of ore, pre-processing, be worth (if your proposal goes) 12-16x more valuable then it's processed equivalent? Dart's Mining Suggestion - Kal-el - 03-02-2011 ' Wrote:In order to make mining a team activity the drop rates must be fairly high. Quicker the miner fills up, more he is dependent on others. I'm for higher drop rates and nerf in prices. I agree. If it is easy to come by I believe that the problem will go away. Right now the problem is you have to mine for far to long and someone comes and takes it all away in a matter or minutes. Dart's Mining Suggestion - Vladimir - 03-02-2011 Quote:In order to make mining a team activity the drop rates must be fairly high. Quicker the miner fills up, more he is dependent on others. I'm for higher drop rates and nerf in prices. I just don't get it. How the hell is it going to make mining a team activity? Those who were teaming up and first mining a lot of ore and then moving it together OR with some people mining and some people hauling at the same time would do it, and those who would just fill themselves up and go would do that. On the other hand, if ore is being mined slower, miner can just mine while hauler flies to selling point and back, that'd make sense. When drop is high and fast, miner would just full himself or his hauler up and go too. Dart's Mining Suggestion - Cat - 03-02-2011 If the nerf in prices is significant enough, team activity will be encouraged, yes. But solo-miners will soon get filled with the ore they'll need to deliver to the destination. The trip is long enough, the way back as well, filling the cargo hold takes some time too. It'd be more profitable to trade alone than mine alone. We just need to make sure that mining in groups will be profitable enough (more profitable for all participants than simple trading). Of course, the profits won't be high, but the cash gained will actually be the cash gained with some amount of trader-miner RP. Dart's Mining Suggestion - Dart - 03-02-2011 ' Wrote:Good thoughts on this so far... Hosnestly mate. i think your Idea should work If and only If certain stations would carry ore that miners sell to them. graves station for instance, carries gold. however instead of having an unlimited supply, the miners drop thier gold off, filling up graves. when a hauler comes and buys ore, the available gold gets deducted. Im afraid such a system is too hard to implement the reason i don't like the idea, is because this increases trading activity with miners, no this isn't a bad thing per se, but a mining operation will come to a complete halt if there is no hauler to serve. good points though. and kudos for not spamming:) Dart's Mining Suggestion - Klaus.Neumann - 03-02-2011 I don't like the idea of approved factions. However: high value, low quantity ores might make freighters worthwhile. I approve of this a lot. Also, make gas miners flyable a la hegemon. Then make a minable "raw h fuel" commodity. Also make ores sell for a lot at pirate bases. This will encourage cargo piracu Dart's Mining Suggestion - Blodo - 03-02-2011 Never, ever, add any mining fields in Liberty. Seriously, unless they are really unprofitable (less profitable than trading) mining in Liberty is going to be always screwed up due to the amount of people there. We do NOT need more people in Liberty, seriously. Dart's Mining Suggestion - Cat - 03-02-2011 How about mining in some desolate systems then? It would be really dangerous for miners (no bases around, so they'd be easy targets for pirates), it would draw attention to some unvisited places (which in theory may have large amount of resources, since they're unexplored). The prices of the commodities mined there would reflect the dangers of operations in those systems. Such operations sound suitable for Deep Space, at least judging by their name. P.S.: this is just one of the random ideas that came to my mind occasionally. I don't know whether such mining operations will work or the ore fields will be ignored. I'm also not aware of mining factions' points of view on that matter, so feedback would be welcome. |