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2 interconnected ideas - 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: 2 interconnected ideas (/showthread.php?tid=102744) |
RE: 2 interconnected ideas - lIceColon - 08-04-2013 it's really just a simple bypass to the 2bil credits limit on a single character. right now a character can be worth no more than 2 bil otherwise it breaks. so we reduce the value of everything so that a character has to have 2 tril before it breaks. and it might make then $1s and $10s actually useful edit: I just realised how stupid "thousand sirius credits" is. maybe "hundred sirius credits or even "10 sirius credits will work better. anyways the concept still stands RE: 2 interconnected ideas - Remnant - 08-04-2013 I don't think the numbers work that way, the game is locked at around 2 billion credits, but wouldn't all that do make it much more work to get anything? Or am I still not understanding. Reducing the value of everything is only a deflation, the required work and time are still the same (assuming the trade routes are nerfed as well) RE: 2 interconnected ideas - lIceColon - 08-04-2013 exactly. anyway I'm all for pricing everything @ their rp value. RE: 2 interconnected ideas - Remnant - 08-04-2013 Going on by what you said about "Making it harder to get everything" Say you are a new player to Discovery, and you realize you cannot even buy a Rhino trade vessel without grinding missions for about eight hours streight. Even after then, you cannot upgrade any of your vessels or ships, because of the raw work needed to trade, and gather enough money even for a 'small' upgrade. That seems slightly unfair to be making it harder. This goes under the assumption that everyone currently has loads of credits under their sleeves. Yeah, that may be true for some, but I'd say about over a quarter, that isn't true. But yes. Rp value is rather good. RE: 2 interconnected ideas - Markus_Janus - 08-04-2013 It could be good if everyone's accounts were also shrunk by 3/4ths to even it out. RE: 2 interconnected ideas - Sabru - 08-04-2013 (08-04-2013, 07:11 AM)Crackpunch Wrote:(08-04-2013, 07:02 AM)Jacen_Solo Wrote: Erm, wait. 3 billion battleship*0.25 = 750 millions, which's not much bigger than now. Taking in mind, that CAU8 will cost less than 250 millions, actual value of battleship will be lower than now. And for what? Making cheap fighters even cheaper? i actually get this. just scaling the whole economy down by 75%. makes sense to me RE: 2 interconnected ideas - Duvelske - 08-04-2013 I would agree with you zelot with the first post. It would make people have some ambition to work for some special ship wich price is just higher compared to other ships. And it would make sense inRP that it would be harder for shipyard x to build something then shipyard y. depending mostly on the materials their prices nearby. RE: 2 interconnected ideas - pitockm - 08-04-2013 lawl..just pointing at balance. if i have a 3 bil ship...Lets say it should not get blown up by 2 bombers and their nova's. any logic for Snac? and bomber role? imagine if snac was 895 millions That would be cool. RE: 2 interconnected ideas - Thyrzul - 08-04-2013 The ideas sound good, so far got my approval. The economy shrink definitely does. RE: 2 interconnected ideas - Crossroads - 08-04-2013 Good idea, this should make ships that are supposed to be rare rarer. No more battlegroups with more caps than snubs. (08-04-2013, 11:34 AM)pitockm Wrote: lawl..just pointing at balance. I agree that if cap is harder to obtain and more rare, it should be buffed. BUT... how are we gonna deal with the absurd amount of caps the playerbase already have? |