• 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 … 42 43 44 45 46 … 55 Next »
Credits, utterly broken.

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (5): « Previous 1 2 3 4 5 Next »
Credits, utterly broken.
Offline Cosmos
04-02-2009, 06:15 PM,
#21
Member
Posts: 1,208
Threads: 60
Joined: Apr 2008

with the new trade routes, over 70% of smuggling(Real smuggling*Cardy*Artefacts*) has gone down hill because of the stupid new Smuggle between liberty and rheinland or smuggle between kusari and bretonia, to be honest i think tradings been killed off for the old smugglers that used too RP

[Image: .png]
[22:50:33] ☆ҳ̸̲Ҳ̸ҳEternal†Nightmareҳ̸̲Ҳ̸ҳ☆(illi): i cyber with leather torps (smoking)
  Reply  
Offline Carme
04-02-2009, 08:52 PM,
#22
Member
Posts: 473
Threads: 37
Joined: Jul 2008

OMG...
What we need is a Sub-universe of all nomad stuff and the Nomads can trade/smuggle
within their little universe homeworld, and thats how they make "money"
to pay for their wars against us.!

(just kidding, thats a stupid idea)

I believe that Mining stuff in a highly radioactive place, constantly being raided by gunboats and bomber Pirates and travelling over 150K to drop off the "loot" (also the pirates have mined off the area somehow, so you'll take some damage flying through a minefield, think those random 1 at time occurence mines in one of the... Omega? systems in Vanilla, in the Bounty Hunter, Hessian, Corsair contested space.)

Should make like 100M an hour for each person involved.
(You'd need like...
A miner, Two Repair ships, A SuperTransport and Two Cruisers)

Miner + Repair ship + Cruiser stick together in the field,
SuperTransport + Repair ship + Cruiser fly back to base,
Sell loot, buy each a full load of B/Bs and fly back,
to resupply the other people with B/Bs and pickup another load of mined material.

This whole thing sounds completely ridiculous, but hey, its a Teamwork-based and highly risky system, so it should be worth 100M/per Hour/per Participant.
Reply  
Offline Carme
04-02-2009, 09:06 PM,
#23
Member
Posts: 473
Threads: 37
Joined: Jul 2008

I'm just kidding guys, Of course theres never going to be something this exponentially complex for making epic cash...

But in all seriousness, we need MANY more credits, via mixed genres & teamwork efforts.
Reply  
Offline El Nino
04-03-2009, 02:03 AM,
#24
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

Well minning could really show more promise, right now 2 miner ships can fill up to 2-3 transports easily. But is it inRP to be more profitable than traders? Ore has very little added value. While say military vehicles do.

Trading should be balanced more in to risk. Very small profit margines should be made in cargo, but say if cargo usually costed 10 mil at the buying and 15 mil at the selling location, that would be much better than current 2 mil to 7 mil... Then you can really have a lot of alternatives, such as cargo piracy, huge risks for traders. If anything trading should be made even more profitable but really dangerous.

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 Lunaphase
04-03-2009, 02:14 AM,
#25
Member
Posts: 1,405
Threads: 68
Joined: Apr 2008

if you take that road then your gonna have to un castrate the tradeships. currently any transport against a bomber is dead meat. wasnt piracy supposed to get HARDER? its to the point where an EAGLE can steadily drain the best transport sheild. im talking like, take it down within one minute. bombers pretty much guarented 1 hit down of the sheild with a SNAC, and if unarmored pretty much 1 hit on hull WRECKS if not completly destroys it.

[Image: lunasig2.png]
  Reply  
Offline hribek
04-03-2009, 05:22 AM,
#26
Member
Posts: 1,159
Threads: 61
Joined: Dec 2007

I just spent a LOT of time figuring out smuggling routes for my favourite faction, and I have to tell you - the new trading system is beyond awesome. There is so much variety, so many circuits, short and long, with transitions between them - and they are all reasonably profitable. The differences are around 10%. And some of them (actually the most profitable ones) lead you to 4, 5 or more bases.
Reply  
Offline Carme
04-03-2009, 04:33 PM,
#27
Member
Posts: 473
Threads: 37
Joined: Jul 2008

Developers should research 'fusion and smelting' to allow a... FLHook? command to turn harvested ores at some energy/credit/other +cargo cost into another kind of cargo.
(ex.: I mine Helium, right? *presses enter, chatbox comes up*:
/fuse Helium # (req. an even number)
Some preset cost of credits and the specified cargo(es) is taken, and you get the scientific/logical result... for this, Beryllium, at a 1/2 Helium rate... the 2 protons per Helium fused = 4 protons, Beryllium)

FLHook would detect if your ship type is of an industrial relation...
Mining ship, Barge, Smelter, Other (could be added)
And give you cost reductions for using these commands in a ship designed for it.
Fused/Smelted/otherwise Manufactured cargoes will sell on bases (logically by what those bases are in place for)
for significantly more than raw materials.
You could also process processed materials for smaller quantities of even more complex objects worth even more on logical bases.

Who supports THIS idea?

--Mining ship(s) teaming with a smelter(s) and a transport and people protecting them from attack, to make refined goods to sell?
Reply  
Offline tazuras
04-03-2009, 06:45 PM,
#28
Member
Posts: 2,179
Threads: 69
Joined: Feb 2008

Make a new thread about it Deisol. It's and interesting idea that I think could use some development but it should be in a thread that is exclusively about it. Also it would be a long ways down the road, but considering there is a ship in game that is specifically a factory ship (the barge) it does make a lot of sense.

[Image: l2gnAQh.png]
Reply  
Offline Carme
04-03-2009, 08:51 PM,
#29
Member
Posts: 473
Threads: 37
Joined: Jul 2008

Eww no, I am strongly against making a feature that cannot be used without a special RP request. (Barge cannot be obtained through normal means.)

However, I will post in a new thread my "/Refine" FLHook command Idea...
Reply  
Offline Carme
04-03-2009, 09:13 PM, (This post was last modified: 04-03-2009, 09:13 PM by Carme.)
#30
Member
Posts: 473
Threads: 37
Joined: Jul 2008

Link: Possible new FLHook command...
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, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode