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Mining System - 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: Mining System (/showthread.php?tid=138036) |
RE: Mining System - Yak - 04-12-2016 I can confirm some of what @Karst and @Jack_Henderson have said. A more equal balance between various ore mining points would be nice in terms of both "rock hittability" and actual ore drop rates. Particularly in the case of mining factions that are struggling or being neglected, better balance across mining and sale of ores will at least give them a level playing field when trying to attract players. RE: Mining System - Vito - 04-12-2016 (04-12-2016, 09:33 AM)sindroms Wrote: My biggest beef with the mining system is the approach itself. This ^ Or remove mining all together. Credits are made too easy, people don't care about losing their cargo anymore since in less then 5 minutes they get it back. Not to mention some routes are fairly short and very profitable. In the old days the lanes were full of traders hauling diverse cargo and giving pirates a chance at RP cargo piracy. Now its 95% ore and its really boring, both from a trader's and a pirate's point of view. Edit: Also, do you guys remember when the trading factions were trading InRP cargo, goods that reflected their affiliation and origins? I would love to have that back instead of seeing ore all over the place RE: Mining System - Antonio - 04-12-2016 What about introducing high-risk high-reward routes? The cargo would be, let's say, 100 millions worth and the profit would be almost as an ore commodity (130 millions, 30 mill profit), but it'd be purchaseable on NPC bases. It'd actually make traders consider if they want to comply to a demand instead of going "kill me, it's faster" most of the times. RE: Mining System - sasapinjic - 04-12-2016 (04-12-2016, 11:47 AM)Antonio Wrote: What about introducing high-risk high-reward routes? The cargo would be, let's say, 100 millions worth and the profit would be almost as an ore commodity (130 millions, 30 mill profit), but it'd be purchaseable on NPC bases. It'd actually make traders consider if they want to comply to a demand instead of going "kill me, it's faster" most of the times.^ i like it , you would be more concerned for cargo as trader , but not so much expensive to buy would be better , like you buy 5000 cargo for 30 M , and sell for 60 M . If you buy cargo for 100 m , pirate will know that and may place un-reasonable demand knowing you have no choice , and ask 50 m or more to let you go , which is ridiculous . You would have to pay 50 M just to NOT be in 100 M minus if you are destroyed , but you would still be 20 M in minus even after you complete delivery . RE: Mining System - SnakThree - 04-12-2016 That has nothing to do with mining whatsover. Propose this idea in Xoria's thread. RE: Mining System - Vito - 04-12-2016 Indeed, that is also a good option. I know I'll get lots of hate for saying this, but the mining system broke a lot of things in Disco, from trading factions to pirating factions and everything in between. Just look at any faction that doesn't have a mining bonus, they're mostly dead: Kishiro, Bowex, Republican, Universal Shipping, DSE, Synth Foods, Planetform, Gateway, Dauman, ALG. Many are dead and the ones surviving are only kept alive by the dedication of two, mostly three members. On the other hand we have Kruger, IMG and BMM who are thriving because of their mining bonuses (its funny how some of them complain about still not getting enough). And I'm not talking only about player factions (official or not), but also indies. People keep talking about Disco's economy, but the truth is there is no economy anymore, its 95% ore and most of the time all the RP it generates is this: Miner: want fill up? Trader: yes plox 10 minutes later: Pirate: 10 million or die Trader: lol no, kill me Back in the old day people were different, in terms of faction leaders and devs alike. The faction leaders were able to sacrifice for the greater good and the devs were able to see the big picture and not change things that don't need changing. Edit: I didn't even start on pirating/unlawful factions and the way they are only surviving via PvP and most their RP is based around making alliances to get tech/guns/PvP advantages. RE: Mining System - Skorak - 04-12-2016 Would increase use of escorts too. RE: Mining System - sasapinjic - 04-12-2016 (04-12-2016, 12:07 PM)Skorak Wrote: Would increase use of escorts too.^ Exactly ! RE: Mining System - evanz - 04-12-2016 @ KARST he knows exactly what he is talking about, and has worked out good fair balanced routes and profits RE: Mining System - Jack_Henderson - 04-12-2016 Another really bad aspect of the status quo is: We have X fields per system (from a time when it was thought to be good to separate factions), but only 1 is active. Newbies - like here - are obviously confused about it. Merging fields (as Vipex actually announced at the start) is a good call and has to happen. It has to go hand in hand with a fair distribution of NPC bases around 20-25k from the centrally located field, as well as unlawful staging areas in the region. Also, we finally need a removal of all POBs that are closer to fields than the NPC bases (in the system described above). Cheapness and total safety (like by having POBs in or very close) kills off the miner-piracy interaction, which is a hugely important aspect gameplaywise. It has to be preserved/restored to make mining productive for gameplay and restore the old player hubs. Furthermore, it can be discussed whether mining currently is just a bit too fast. Miners that are static in a known place are magnets for interaction, easy to pirate, ships to defend, etc. Activity cycles could be built around them - as we had them in the past. It's a thought worth discussing inside a team of mining devs or devoted people who actually know what mining does, what its benefits and gameplaywise potentials are. |