' Wrote:actually I would like to see atleast -some- drop points for Xenos... they can do ONLY cargo pirating.... and they have no places to sell it... even on junker bases. Possible scenario for them is to sell to zoners, but it's too time consuming.
Lore suggest they have dealings with USI. So, sell the cargo to an USI trader, or Universal indy alt? Problem with adding unlawful buy points all over the place is that people end up just using unlawfuls to mine and selling the cargo there instead. Xenos... if I'm adding dopoffs to Rochester, I'll add them at the same value at that base in Colorado - kinda forgot the name. Ouray I believe.
[Edit] Question about value stands. What's a good commodity value price drop for unlawfuls? Half? Quarter? Less? More?
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
' Wrote:Lore suggest they have dealings with USI. So, sell the cargo to an USI trader, or Universal indy alt? Problem with adding unlawful buy points all over the place is that people end up just using unlawfuls to mine and selling the cargo there instead. Xenos... if I'm adding dopoffs to Rochester, I'll add them at the same value at that base in Colorado - kinda forgot the name. Ouray I believe.
[Edit] Question about value stands. What's a good commodity value price drop for unlawfuls? Half? Quarter? Less? More?
I'd suggest not to high. As people going for cargopiracy tend to demand horrendous amounts of money to have a reason to blow the trader up. I'd say 25%. Selling it to someone else should always be worth much more, even if you sell it for 50% to the other one.
' Wrote:Lore suggest they have dealings with USI. So, sell the cargo to an USI trader, or Universal indy alt? Problem with adding unlawful buy points all over the place is that people end up just using unlawfuls to mine and selling the cargo there instead. Xenos... if I'm adding dopoffs to Rochester, I'll add them at the same value at that base in Colorado - kinda forgot the name. Ouray I believe.
[Edit] Question about value stands. What's a good commodity value price drop for unlawfuls? Half? Quarter? Less? More?
35% seems good. If a cargo pirate wants more, It would force him to have a junker pick up his loot and sell it to the lawful sell point.
Power does not corrupt. Fear corrupts... perhaps the fear of a loss of power.
' Wrote:25-35% is a decent amount. All I am wishing for is something above the default base value.
As quoted, since the distance that unlawfuls would have to travel in order to sell the goods would likely be a much shorter distance (in comparison to traders).
Bear in mind too, that if we get player bases with persistent storage in 4.86, then ore hauling no longer has to be done at exactly the same time.
Miners/pirates can take ore to a nearby storage point, then the fences/haulers can move it at a time of their own convenience. Or the miners/pirates can do it themselves with alts.
' Wrote:Lore suggest they have dealings with USI. So, sell the cargo to an USI trader, or Universal indy alt? Problem with adding unlawful buy points all over the place is that people end up just using unlawfuls to mine and selling the cargo there instead. Xenos... if I'm adding dopoffs to Rochester, I'll add them at the same value at that base in Colorado - kinda forgot the name. Ouray I believe.
[Edit] Question about value stands. What's a good commodity value price drop for unlawfuls? Half? Quarter? Less? More?
And as I stated it's too time consuming to wait when trader came to pick your pirated stuff + why should I bother myself with indi alt when I'm RPing xeno? :crazy:
Ouray.. good, but I may suggest one more base... either Refugio or Conzales in tau-45 (xeno guard system)
as I do know... main population live there... and it will be more inrp to bring supplies there. + it will take some time to travel through open space to reach that station(s). So you can add 2-3 drop points to ouray and 2-3 to that bases.
The problem with finding smuggler to fence the goods is that Pirate is somehow bound to stay near goods, so he is very easy game since smart trader will report location of incident. And there is more chances that lawful forces comes before smuggler is found. So that risk should increase the prices of goods. But then, cargo pirates with own Transports would earn a lot more.
So, I think only symbolic price like 33% of best price, which can be obtained from near sale-spots, and put on the far stations, like West said - in Guard systems, might do the trick in balancing time/effort/profit.
But that jsut me, wishing that Insurance Services would be actually bought from IC. :$
What Arthur said is also part of the reason USI doesn't pick up a whole lot of cargo for the XA-, we can't risk rolling up to the dropped cargo and having an LPI- show up to start shooting the ZnO while we're picking up, it just looks bad.
Discordianism: the Schroedinger's Cat of religions.
Right. 33% - I'll have to run a few more quick calcs, but that shouldn't be too much of an issue I believe.
Update: I've assigned the multipliers and prices to all the sell points. Finally. Took over 50 bloody hours to crunch all those numbers. I've also ran over the sale locations for the mining turrets, and put them in more sensible spots:
- All mining bases, including gas mining stations and unlawful mining outposts (Arranmore, Freital).
- All house capitol worlds, including the hispanics.
- All guard systems, including unlawful ones. (In case someone wants to RP a miner ID).
There's a few additional points where they make sense, but in short, when you need a mining turret you won't need to fly too far for one... They're basically tools, they shouldn't be rare in this world. And given my prediction that people will end up favoring missiles, I suspect they'll get shot off often enough.
While running over all this however, I found something disturbing: All new Gallic system and most new bases have no equipment stores whatsoever. That needs to be remedied - so that's my next prime task. To speed this up I'll cluster the equipment into sections that can be reused. IE group "all" containing some low grade ammo and bots/bats, group "civvy" containing some civilian weapons... then a group "faction_x" that contains the weapons for faction x. Should help speed up assigning some 100 equipment stores by a rough count.
[Edit] At above, dropoff points in a guard base is a no-do. Guard bases I'm considering inert to the mining mod. No production, no reception.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.