As I was trading last night, I thought to myself: "What if every vessel classified as a freighter or transport had their cargo hold capacities doubled?"
The Barge would be the exception. You can have too much of a good thing.
a.) What would be the advantages of such a change?
b.) The disadvantages?
c.) Would the advantages outweigh the disadvantages or vice versa?
The quick and dirty rules of engaging this topic:
1. Make an attempt at being constructive.
2. Use logic to present your viewpoint.
3. Speak no ill of fellow players or factions.
4. Stay on topic.
5. Stay on topic some more.
' Wrote:One thing. You wouldn't get "more" credits as you probably think. Because the economy would've suffered radical changes also.
Eeehm the freelancer economy is fairly static...
I have another idea!
Lets
- Halve the yields from every form of income
- Halve the prices for snub class ships and equipment
- Double the prices for capital class ships and equipment.
' Wrote:- Halve the yields from every form of income
- Halve the prices for snub class ships and equipment
- Double the prices for capital class ships and equipment.
Why?
I dunno, wasn't this done before and it didn't work?
' Wrote:a.) What would be the advantages of such a change?
Traders make more money in one go. Could lead to them hiring more escorts to keep that higher value secure. Probably not though. Also, with 4 traders draining a single barge, the point of storage is lost and the Barge becomes more or less pointless (or more pointless then it is now).
Mining would be affected too - at double the cargo hold, Hegemons would be mining twice as long to fill up. Four times as long to fully fill a transport.
Quote:b.) The disadvantages?
Pirates would become more numerous, and charge more most likely. Cargo piracy becomes less attractive, because any ship going boom will -never- drop more then 3K of a given cargo. Probably more hurt feelings as more value is lost in a single go.
Traders would make more money quicker, so people trading just to get to a capital ship, would get there a lot faster. Will lead to more people in combat ships, less people in traders/mining ships.
The value of the credit as a whole becomes lower - prices of things like codename weaponry, or bounties, would go up.
Quote:c.) Would the advantages outweigh the disadvantages or vice versa?
The economy is balanced towards a maximum of 5K for a cargo ship. No, the advantages would not outweigh the disadvantages. This is, in my opinion, a bad idea.
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.
Doubling the holds would lead to some kind of inflation.
Additionally it would increase the strange inRP-feeling you get when you look into your Camara's hold and find 600 scientists in there. After the change you could find 1200 scientists in that shoe-box-sized ship.
Of course we always can play out something like a multidimensional cargo-hold on a freighter with swimmingpool, large sun-decks and a cocktail-bar.
' Wrote:for those who missed it: the moral of it all is ----> traders with teeth are fun for pirates. - within reason.
doubling the rewards / risk for traders would have the following effect:
- a certain inflation, cause there d be more money in circulation
- a greater problem of the hardcoded cash / worth limit of ~2.000.000.000 credits
there are no real benefits other than getting desired equipment might be a little bit easier. - a danger is that the demand from traders does not go up proportionally - but it might become a habit to ask a lot more than the actual gain was ( like pirates asking for 2.5 times as much as we currently consider to be "reasonable" - instead of 2.0 times as much [ which is the net gain ] )
all in all - cutting everything down to 50% - but keeping the prices of everything the way they are might be more beneficial
- it takes longer to trade for something ( thats nither good nor bad, its just a fact )
- its harder to reach the cash limit - which is a good thing
all in all - it hasn t got a great effect on the overall gameplay. gaining money is just either shortened or stretched - but thats it.
' Wrote:all in all - it hasn t got a great effect on the overall gameplay. gaining money is just either shortened or stretched - but thats it.
And earning the undying hatred of everyone who can't stand trading already.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.