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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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'Bout in-game ship buying.

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'Bout in-game ship buying.
Offline Price_
09-12-2011, 01:53 AM,
#11
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Posts: 415
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Joined: Mar 2011

you'll find ship shops selling eagles with no equipment for 50,000,000 if this comes into play.

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Offline AshHill07
09-12-2011, 02:02 AM, (This post was last modified: 09-12-2011, 02:03 AM by AshHill07.)
#12
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Posts: 896
Threads: 28
Joined: Feb 2010

Wait, I've just had an idea.

Instead of setting it to reset at a specific time (Every month) why not make it +1 to the list after a set time after a ship was purchased.

So say. Theres 4 Lib GB's sitting at Norfolk set to +1 a week after the first was sold, capped at 4.

1 is sold. Exactly 1 week after that was sold it adds 1 to the list.

This way unless someone is actually sitting there logging when the ships were actually bought, nobody would know exactly when it'll get anouther ship and nobody is going to sit there and camp for 24 hours a day for what could be a week are they?

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Offline Ipuvaepe
09-12-2011, 05:12 AM,
#13
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Posts: 984
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Joined: Aug 2010

Or we reopen SRP and make BC+ revokable non-saleable SRP with only X amount of capitals (different for each faction according to lore).
Official Factions can approve and reject SRP requests from official and unofficial factions. These would be shared accounts owned by said faction. They may also approve ooRP theft requests (personal ownership), though this theft counts toward the number of capitals their official faction may have. Theft requests may not be denied for that reason.
Admins can approve all requests, but Official Factions may veto the inRP approval within 48 hours.

Official Faction "half" is floor rounded, meaning that in the event of an odd total, the one extra ship is not available to official factions. EG: 21 capitals, only 10 for official.

No grandfather clause, current ships would get 30 days to surrender for an 80% refund.

Admin revoked ships would get deleted for a 100% refund to the purchaser.

Official Factions may not revoke capital permission ooRP.

Admin approved thefts take away from the entire pool, so if there were 20 alloted caps, there are now 19. This means the official faction cap went from 10 to 9.

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Offline Tachyon
09-12-2011, 06:37 AM,
#14
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Posts: 2,664
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Joined: May 2011

' Wrote:you'll find ship shops selling eagles with no equipment for 50,000,000 if this comes into play.

Ye, limiting fighters wasn't a good part of the idea, gonna edit that soon.

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Offline Rubber_Duck
09-12-2011, 06:55 AM,
#15
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Posts: 282
Threads: 43
Joined: Jul 2010

Imagine.

someone wants to buy an eagle. There about, lets say 20 per month. So, its the 22nd of the actual month, all are sold. Damn. Okay, flying to the station that sells them. Staying there, until the next month begins.

Next month, logging. Oh damn. Too late. 31 other people were looking for an eagle, but logged in earlier. Let's wait another month.

I mean.... ? No, that can't be the solution after all.

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Offline CzeReptile
09-12-2011, 07:19 AM,
#16
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Posts: 2,238
Threads: 89
Joined: Mar 2009

' Wrote:That would definetely limit the amount of caps out there.
It would make the ship trade forum more important.

Discuss.

Limiting seriously underpowered craft more. Riiiight. I agree with first post, the waiting might be too much for some. Idea is good, but aint gonna work.
Plus ship sales = forum, not everybody goes there.

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Offline rwx
09-12-2011, 07:45 AM,
#17
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Posts: 1,037
Threads: 156
Joined: May 2010

Why don't you use cannons deliver stuff?
  1. [optional]you ask ingame or on forum if there is enough capacity for the ship building stuff.
  2. Ingame you've to use the ... /createConstructionDelivery <shiptype> command.
  3. You get a, let's name it, "trade code". And you've to deliver some amounts of cargo. (Depending on the ship class/size)
  4. Your friend get's the trade code, and can also deliver something.
  5. trading
  6. trading
  7. trading
  8. You're done and you (only you) can buy this ship.
-> more RP. (you can ask large trade corporations for help)
-> more realistic.
-> more or less limited.

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Offline Polarkreis
09-12-2011, 07:49 AM,
#18
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Posts: 166
Threads: 11
Joined: Sep 2011

Well... maybe not a very bad idea to bring the realism more into the game, but in the end it might cause the ppl leave this mod when you will limit the freedom of choice for them.

Realism isnt always a good decision, still FL Disco is more like arcade style game miles away from what we can call a realistic space sim, imagine another thing - the dynamic economy proposition, many ppl were screaming for that last years, FL Crossfire runs it already... there are 20 - 30 players online in the prime time evenings to play it... i want to say that, every thing that will limit the actual players will do damage to the community in a bigger way as it is now with capspam.

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Offline CzeReptile
09-12-2011, 07:53 AM,
#19
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Posts: 2,238
Threads: 89
Joined: Mar 2009

Sad but true.

Forget realism. Arcade PVP space sim. Accordingly to that stuff shall be done.

@rwx - idea is very good, but how would you limit the ships themselves? Since I cannot just outta nowhere build lets say Marduk, can I?

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Offline casero
09-12-2011, 08:11 AM,
#20
Mine Eater
Posts: 2,101
Threads: 49
Joined: Nov 2008

Or you can rather buy all the ships available and sell them at ridiculous prices! It's PRO.
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