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Trading - Brainstorming Changes - Unseelie - 08-09-2009

I agree with Brunhild. That said, if such happens, I want traders to be as dangerous as their price implies.
The argument that frieghters should be stronger than transports ignores the fact that not only are transports getting more space, they're going up, astronomically, in volume and price.
Clydsdale: 500 cargo, turrets NA, about 2 million. (4,000credits/cargo)(na)
Perch: 3000 cago, 5 turrets, about 12 million (4,000credits/cargo)(2,400,000credits/turret)
Shire: 4000 cargo, 12 turrets, about 100 million (25,000credits/cargo)(8,333,333credits/turret)
Atrain: 5000 cargo, 6 turrets, about 190 million. (38,000credits/cargo)(31,666,666credits/turret)

Can cargospace, seriously, cost that much, with so little added combat capability?
A Perch is slightly better in combat than a Clydesdale, and has the benifit of a CD. A Shire is, say, twice as good as a perch, for more than 6 times the price/cargo. an atrain? less effective than the perch or the clydesdale.

Cargospace is -empty- space. It is -not- that difficult to construct. Why are the bigger ships so much more expensive, if not for added armour, sheild, poweroutput, and weaponssystems?


Trading - Brainstorming Changes - Cellulanus - 08-09-2009

' Wrote:Cargospace is -empty- space. It is -not- that difficult to construct. Why are the bigger ships so much more expensive, if not for added armour, sheild, poweroutput, and weaponssystems?



Keep in mind that you are paying for a re-enforced frame to take on the extra weight along with more powerful engines to move and stop the ship, that's got to count for quite a bit.


Trading - Brainstorming Changes - underd0g - 08-09-2009

Ok, I'm gonna lay it out here for you to laugh at: smaller cargo holds and shorter routes.

WHAM! Problem solved. Nobody gets bored. Pirates won't have to go far for their honey, traders won't have to spend tedious minutes in long, dull tradelanes.


Trading - Brainstorming Changes - Robert.Fitzgerald - 08-09-2009

My suggestions would be to use FLhook to regulate prices depending on your ID.

House Corporates would get +20% to the sell price and -20% to the buy price of appropriate items (items they'd haul on their bases). They would get -20% / +20% to the sell/buy prices on inappropriate bases (zoner routes).

Zoners and Zoner Guards would get +20% / -20% to the sell/buy prices of appropriate items (commodities that they would haul to their freeports and stations). They would get -20% / +20% to the sell/buy prices on inappropriate bases (house corporate routes).

Freelancers would buy and sell anywhere for 100% of the price - they would have the true flexibility, however having a smaller cargo hold.

(the numbers can be changed, just the idea that the prices are different depending on your ID).

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Freighters should get a bigger powercore so they can fire for longer (more useful for piracy and fighting off pirates) and perhaps a shorter cruise speed / higher impulse speed.

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I love trading, and I trade for fun and RP. The money is just a side bonus - I don't mind getting 25-30m per hour, that is perfectly fine for me. Currently these trade routes easily get me some roleplay interactions, and enough money to arm all my characters for a week. Just from one hour of trading - and I have over 5 accounts of characters. I don't expect to be able to afford a fully equipped cruiser in a few hours trading. I don't expect to be able to buy a battleship after one day of power trading - are you really roleplaying much during that day-period? If you aren't willing to put in the effort to roleplay while trading towards a ship, faction request, system, etc, do you really deserve them? Personally, I think "No".


Trading - Brainstorming Changes - Elsdragon - 08-09-2009

erm, that dosent help, Ill still be stuck trading for EVEN LONGER!

EDIT: thats for you know, underdog.ELaboration is that I would still be trading just as long, or even longer


Trading - Brainstorming Changes - reavengitair - 08-09-2009

Quote:My suggestions would be to use FLhook to regulate prices depending on your ID.

House Corporates would get +20% to the sell price and -20% to the buy price of appropriate items (items they'd haul on their bases). They would get -20% / +20% to the sell/buy prices on inappropriate bases (zoner routes).

Zoners and Zoner Guards would get +20% / -20% to the sell/buy prices of appropriate items (commodities that they would haul to their freeports and stations). They would get -20% / +20% to the sell/buy prices on inappropriate bases (house corporate routes).

Freelancers would buy and sell anywhere for 100% of the price - they would have the true flexibility, however having a smaller cargo hold.

(the numbers can be changed, just the idea that the prices are different depending on your ID).

Agree, I do.

Yes, Yes and yes.


Trading - Brainstorming Changes - Elsdragon - 08-09-2009

House corp routes cant Suck then..........Corps are getting a buff in those ranges tho....(or is it just me)


Trading - Brainstorming Changes - Janus - 08-09-2009

' Wrote:Ok, I'm gonna lay it out here for you to laugh at: smaller cargo holds and shorter routes.

WHAM! Problem solved. Nobody gets bored. Pirates won't have to go far for their honey, traders won't have to spend tedious minutes in long, dull tradelanes.

Some of us find short routes boring.

Personally I'd rather spend 2 hrs running one long route than a short route over and over and over again.


Trading - Brainstorming Changes - reavengitair - 08-09-2009

Quote:Some of us find short routes boring.

Personally I'd rather spend 2 hrs running one long route than a short route over and over and over again.

And some of us like medium routes.

AKA, me.


Trading - Brainstorming Changes - Sprolf - 08-09-2009

I simply have one thing to say.

This.