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Episode 14 Trade Changes - 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: Episode 14 Trade Changes (/showthread.php?tid=70651) |
Episode 14 Trade Changes - escopton - 12-25-2011 Kudos to the 6 passenger commodities! Episode 14 Trade Changes - Xoria - 12-26-2011 ' Wrote:Gallic Artifacts: 50000?!?!?!?!In our current Dev Team organizational structure, other people make the typos, then I correct the typos. I made the chart. Although I did make the chart long before the revisions I just completed, so a few things probably are not up to date (although in all cases, the new plan is better than the old plan, so there may be some surprises, but no disappointments). Gallic Artifacts isn't one of those things, however. The point is, they're a bit of a vanity item rather than a normal trading commodity. Episode 14 Trade Changes - Skullz - 12-26-2011 Kudos to all the new commodities. Other note worthy things are contraband Items, the boost in how much you could get in return now really relates to how risky they are. Another note worthy commodity is Scrap Metal. (I'm in a dream state now. To much junk blood in me.) Episode 14 Trade Changes - Xoria - 12-26-2011 Scrap metal is part of the FL Hook mining system on the official Disco server, so nothing in the chart actually applies to it. That's just the default if the mining system gets turned off or isn't being used on another server. Episode 14 Trade Changes - schlurbi - 12-26-2011 Thank you Xoria, that is awesome. Episode 14 Trade Changes - escopton - 12-26-2011 Wait am I wrong, or there are now 4 different synth weed commodities??!! Episode 14 Trade Changes - Xoria - 12-27-2011 ' Wrote:Wait am I wrong, or there are now 4 different synth weed commodities??!!I guess you are getting that from the simulation I posted. You're a little confused, but there's no reason for you not to be confused without an explanation about it. In a case like MOX, there have to be 2 actually separate commodities in the game in order to balance routes that cross over each other from two production locations that are so far apart (LD-14 and Dortmund). For Ship Hull Panels, there's basically nothing consuming them in the Taus that is important, so Stokes and Kyushu can both produce the same commodity and split the routes about halfway between them. Same thing for Engine Components. For Synthetic Marijuana, there are several localized markets for the same commodity, similar to Hull Panels. So in the simulation I represent that by several commodities, because the consumer markets are different. You'll see that almost all the commodities are duplicated in Sirius and Gallia in the simulation because of this. Almost none of them are actually separate commodities in the game, however. So the markets are separate, but the commodities are almost always technically the same. I think MOX and Passengers are the only actual duplicates. The simulation functions to demonstrate the markets, so there are multiple commodity entries with their market origins in ( ). Episode 14 Trade Changes - Alex. - 12-27-2011 ' Wrote:One major change is that perishable commodities have now been balanced according to a cargo of 5,000, so checking them in Freelancer Companion for 1 unit of cargo will yield VERY incorrect information.Was this change made with the intention of messing with FLCompanion, or are you just mentioning an observation of FLC's poor handling of the perishable commodities? Edit: Or are you just saying that the maximum cargo number needs to be correct for FLC to calculate things properly? Episode 14 Trade Changes - FraserTE - 12-27-2011 Are mineable Commodies being nerfed once more or will they remain the same seing as how When the first nerf happened some dumba$$ pirates were demanding 40 mil a pop... Episode 14 Trade Changes - Xoria - 12-27-2011 ' Wrote:Was this change made with the intention of messing with FLCompanion, or are you just mentioning an observation of FLC's poor handling of the perishable commodities?No, yes, and yes. The formula for calculating a rate of return for a perishable commodity is not a straight line, it's a curve. When you look at only 1 unit, you're actually attempting to look at a portion of the graph that does not intersect with the curve, so the values are misleading. Technically, 1 unit probably shouldn't produce a c/sec value at all, but FL Companion gets around that somehow. There has always been a problem with checking perishable commodity routes with 1 unit, but only now have I attempted to balance them according to a full cargo load like they should be. ' Wrote:Are mineable Commodies being nerfed once more or will they remain the same seing as how When the first nerf happened some dumba$$ pirates were demanding 40 mil a pop...I have nothing whatsoever to do with mineable commodities. I don't even know what is happening with them. |