• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
« Previous 1 … 51 52 53 54 55 Next »
<< TRADE BALANCE >>

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (5): « Previous 1 2 3 4 5 Next »
<< TRADE BALANCE >>
Offline P*Funk
12-06-2007, 10:23 AM,
#31
Member
Posts: 371
Threads: 4
Joined: Aug 2007

' Wrote:Unfortunately (or not) we are where we are. Working out the consequences of such a change makes it very difficult to see how discovery would be recognisable.
I think thats the key issue. This is Discovery and we have a community built on the current paradigm. Make such a fundamental change to the game and you risk alienating the distinctive flair of Discovery which is so attractive.

Out of hibernation. Gauging the winds.
Reply  
Offline RingoW
12-08-2007, 06:02 AM,
#32
Member
Posts: 1,399
Threads: 65
Joined: Aug 2007

1. I have an idea for effecting maintenance costs:

Implement a small radiation in all systems, which will slow but constantly damage your ship and equipment.
Must be balanced well to avoid noob wipes, when they start with a Starflier.

2. Make the high profit runs less profitable and the low profit runs mor profitable. This will make players to follow their RP a bit more i guess.
I always start to become depressive, when making my Poisened Trash or Scrap run to Dortmund station, but i'm an ALG Trader, so i will not make high profit runs very often.

Respectful
AoM
Reply  
Offline Carlos_Benitez
12-08-2007, 10:18 AM,
#33
Member
Posts: 829
Threads: 45
Joined: Aug 2007

Ugh. Ive worked hard over the last 6 months to get enough cash to run our clan well, get a battleship and save up towards a home system. Its still a work in progress, and ive spent far too much of my limited time on disco doing mindnumbing routes at, in my view, the detrement of our clan. This time could have been spent training members, taxing, being in-role.
Since the new mod release, its become even more difficult to accumulate the cash we need. My newly created smuggler character is next to useless, as we don't have a smuggling route that compares to the milkrun that everyone else does. Smuggling is not profitable, even though it ought to be more profitable than legal trading. (per unit)

I think you have to take into account that only a very small number of players on this server trade because they want to. Most do it because they have to. Reducing profits and increasing time to accumulate a reasonable amount of cash is only going to infuriate this group.
The time it takes to accumulate a reasonable amount of cash is already greater than most other servers and mods I have played. If you make this any more of an uphill struggle, this server WILL lose members because they don't see the point in committing so much of their time doing a repetitive task to accomplish reasonable goals.

[Image: H1mZW7e.md.png]
  Reply  
Offline Igiss
12-08-2007, 02:43 PM,
#34
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

Quote:My newly created smuggler character is next to useless, as we don't have a smuggling route that compares to the milkrun that everyone else does. Smuggling is not profitable, even though it ought to be more profitable than legal trading. (per unit)
The artifact route to Manhattan was already made more profitable than before. I realize that Corsair alliance has less goods to smuggle (will address than in next version), but how can you say that there's nothing?

Profits were not reduced. Longer, and more challenging, trade routes got more profitable than they were in previous version. It's true that many mid-range and low-range routes were removed or received a profitability reduction, but that's how it's meant to be.

Dynamic economy will not be implemented for Discovery.
Reply  
Offline bluntpencil2001
12-08-2007, 09:31 PM,
#35
Member
Posts: 5,088
Threads: 66
Joined: May 2007

Yeah, the artifact runs are decent. Artifacts from Crete to Manhattan, Counterfeit Software to Cambridge, Food to Crete is a good RP run that makes a fair profit.

[Image: sig-9566.jpg]
  Reply  
Offline El Nino
12-27-2007, 11:01 AM,
#36
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

(there is no vote yet) but i vote on keeping things the way they are, perhaps increasing cargo holds on some trains, let's say a large train has 6 cargo pods, then it should have 6000 units of cargo...

An alternative solution to over-trading, would be to make some even higher paying missions, let's say 5M a mission, slay a battleship group kind of thing, that would give non-trading groups something to do. Or perhaps, make fighters cruise engines faster than the traders, so pirating would be easier and income can be generated by pirating...

Smuggling should be more profitable, let's say twice as profitable as trading. That way smugling could be profitable even with tiny ships and LSF would have something to do, rather than drink coffe and eat buritos on trenton outpost...;)

Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk

Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.

[Image: opgbar.gif][Image: rightbar.jpg]
[Image: Sungi_sig.png]
  Reply  
Offline Mr_3ppozz
12-27-2007, 12:08 PM,
#37
Member
Posts: 451
Threads: 15
Joined: Jun 2007

The higher payment for missions was not possible, this is something ive seen Igiss mention a couple of times.

I choose to trade, and i love it. I have 2 standard long-range runs, both equal in danger when someone even attempts to pirate you. I make 20+ mill per full run, and on a good day that takes a little under 20 minutes to complete. Its a long run, and wont squeeze out the best of the best Cash Per Second that you can make. I have more then enough credits stacked up to buy 2 Bs's with License and all, but thats not my goal. I trade for fun, the credits are just a second grade benifit to me. Sure i like the big numbers on my bank-account, but since its useless credits i dont mind it too much.

Ive seen more then enough people in traders on a day-to-day basis, these guys should be recruited (if they havent been allready) into a faction. They function as a steady influx of credits, when you add it up you can make around 120/150 mil credits a day, with about 2/3 traders. With the real trade-addicts it goes a bit different most real addicts can run around making 200/300 mil a day. You shouldnt be trading your butt off alone, especially in a faction. Get one Adv train, let it make at least 1 run a day. That way you can give all new recruits enough creds to buy a decent sized transport for themselfs. If you really are in need of credits, then organize a few convoy's with escorts. First, it looks good, second its good for your overall wallet, third its all for RP.

There are more ways to earn credits then just trade yourself. Do it in a group and have some fun. My most funniest Sirius Moment happened in my Traders.

Trying to make a life in the Sirius Sector

The story continues - Birth of Fortune, Homegrown happiness
Got any questions, ideas, comments on the story, click here

The life of a young OSI transport pilot
For all questions, ideas, comments and everything else on this story


"War. War never changes. Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything, from God to justice to simple, psychotic rage."
Reply  
Offline DodgeRam
12-27-2007, 01:45 PM,
#38
Member
Posts: 23
Threads: 4
Joined: Nov 2007

Maybe it's an idea to "supply" your characters (or faction) with for example fuel, food rations, engine components, etc. (It is already in use on an other FL server and i think it works well. The only thing is that they have it only for the servers factions)

You transport the goods to your "home base or planet" and the total ammount is recorded, every day/week/month you run your characters you have to pay a certain ammount of those goods. When characters for example go in deep red for more than a month or so(negative balance) delete them.
This way people have to use their traders not only for making money, also for running their characters. And how bigger the ship is the more supply they need.
It is also a RP thing. Transport factions can be hired to get those supply's, pirate factions can attack those to get the supply's on their RP way. Escorts will be needed more, so are police and military factions to make systems safe.

Make it a level 30+ thing, so the new people on the server will only have to concentrate on making money untill they reach the 30+ level
I dont know if it is possible to hook this to accounts, but recording your money and kills per character is already done.
  Reply  
Offline Aaronny
12-27-2007, 05:08 PM,
#39
Member
Posts: 255
Threads: 31
Joined: Dec 2007

I did'nt read all the post, but just to say the current trading are just fine, i don't really think it's fast money because gotta take in consideration the pirates and all the other stuff that can prevent you from reaching your destination safely, etc...anyway all that to say the current trading is just OK
  Reply  
Offline El Nino
12-31-2007, 10:35 AM,
#40
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

How about increasing the value of cargo, so that there will be biger risks involved, while keeping profit the same? Let's say MOX for example.. can be bought for 84$ a unit and sold then for 672$, if the price would be let's say 1084$ and 1672$ the prices would be the same, but if you encounter a pirate, you would be very much more likeley to pay than lose twice your profit for getting blown up... as it stands now you loose a painful 84$ a unit, even on an advanced train that's not much...

It would really make your cargo much more important and when you run at a larger risk it makes the game much more fun;)...

Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk

Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.

[Image: opgbar.gif][Image: rightbar.jpg]
[Image: Sungi_sig.png]
  Reply  
Pages (5): « Previous 1 2 3 4 5 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode