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Role play with commodities - Printable Version

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+--- Thread: Role play with commodities (/showthread.php?tid=132706)



Role play with commodities - Adam_Spire - 08-17-2015

Well I'm getting ready to put this into full gear.

I was thinking to have some willing trader ship parts to help with construction and help them make some money in the process.

What do you folks think would be an acceptable Commodity to Equipment ratio?

For example:

Battleship Pulse Cannon
120 -lasers
500 - High-Temperature Alloys
50 -Manifolds
300-Nanocapacitors
200 -Nanotubes
200 - Super Alloy
250 - Optical Chips
180- Hull Panels
230 - Superconductors

Cerberus Battleship Turret
80 -lasers
300 High-Temperature Alloys
70 -Manifolds
500-Nanocapacitors
300 -Nanotubes
300 - Super Alloy
200 - Optical Chips
250- Hull Panels
500 - Superconductors

Like that. Sound fair or no?


RE: Role play with commodities - Laura C. - 08-18-2015

These things are always hard to balance, there are no guidelines for it. Though your commodities choice and numbers seems fine to me, maybe they can be even little lower.

If you want some inspiration and data for comparsion, here or here are similar RP projects, just in large scale because they are about ship constructions.


RE: Role play with commodities - Alestone - 08-18-2015

As a reference, there is also this:

http://discoverygc.com/forums/showthread.php?tid=80349&pid=1021225#pid1021225


RE: Role play with commodities - Adam_Spire - 08-18-2015

Seems like I'm going too light on the materials needed. Alright. I'll make it so.

This does help. Thank you.


RE: Role play with commodities - Alestone - 08-18-2015

Remember, though, that a defense platform is a self contained weapons system with 6 or more guns, aimpoint sensors, a computer and comms, possibly its own power supply, etc.


RE: Role play with commodities - Adam_Spire - 08-18-2015

Oh yea, its the difference between building a tank and building the turret that goes on a tank.

I'll still make it fair.