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Offline Denelo
09-07-2010, 05:22 PM, (This post was last modified: 09-07-2010, 05:26 PM by Denelo.)
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Posts: 1,816
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' Wrote:you could also make the /transfergoods have:
  1. A very high hauling price to make it too impractical for money-making purposes:
    Let's say, for example, Niobium Ore... That costs around 8000+ credits (I could be wrong,:D) at the highest selling point, which is at Planet New Berlin.

    What I meant for VERY HIGH hauling price is that you take a certain good, get its current highest selling price possible in all of sirius, multiply that by a factor of x0.80 (could be more, could be less), and then that's what you'll have to pay to haul it ANYWHERE ELSE.

    So going back: to haul Niobium Ore would cost around 6.4K credits/unit to haul it from Java to Cardiff, or from Stokes to Kyushu, or from point A to point B.

    Of course, that'll only lessen the impact, when you could do it numerous times in a few minutes...

That'd work very well for ores and such, as it'd reduce it to local prices, but not at all for cargo with a greater than 500% profit margin. Not that I'm aware of anything like that, but it leave it open for exploitation. Anything with a very high profit margin would immediately become open to abuse; that is, if 20% of the highest selling price is higher than the lowest buying price, then there would still be abuse by repetition, as you mentioned.

Quote:
  • A long cooldown period to make it's "profit/sec" too meager or non-existant: (edited)
    ... But what about if for every /transfergoods, you'd have to wait for 1-2 hours before you could do it again? Since it's kinda fast and easy for ships to go to and fro places, when you make the cooldown period in hours it makes for a very slow rate, rather than if you'd just do the run yourself! This cooldown will also apply to every house, which also helps in mitigating its frequency. Another important note: only the homeowner will be able to use the /transfergoods.

    For example: Suppose you choose to transfer Food Rations from Crete to Leon Base. When you /transfergoods the food to Leon Base, the Crete-house can't do it again for the next hour... but should you change your mind, you could send it back from Leon Base-house to Crete-house ONLY WHEN THE HOMEOWNER'S THERE (you can't do the command with a /resident, so for the command to work the buyer of the house has to be there)... and when you choose to send it back to Crete, you then can't use the Leon Base-home to transfer goods again until the cooldown period ends. Also, the two house-locations' cooldown periods will be independent of each other.

    So basically, the cooldown period will be too long when compared to just hauling it yourself, and that it applies to every house.
  • My suggestions on how to answer your concern. What do you think?

    Less easily abused, but still not impossible. Even with the cooldown time, you could still make more money than other people by transferring the stuff, then following it with your own load of the same stuff. Voila, two loads for the time input of one.

    Please also note that my original concern had to do with the following:

    Player John owns two characters; Fred and George.
    Homeowner George owns two homes, one on Base A, the other on Base B.
    George uses /resident to allow Fred to withdraw items from Base B.
    John leaves Fred on Base B, and George on Base A.
    George buys items on Base A, then transfers them to Base B.
    John then switches characters to Fred.
    Fred withdraws items from George's home on Base B and sells them.

    Here're my solutions. They may have problems as well, and they're certainly not the only ones, but I'd much rather be part of the solution than just point out the problems, personally.
    1. Place extremely strict limitations on the quantities to be transferred in a specific period of time. i.e., 10 units per day or something. Probably a bad idea, since it mostly defeats the purpose of this anyhow, and people would still abuse it even despite that.

    2. Cause the command to actually spawn an NPC convoy that moves the stuff to the desired destination. The items don't get there until the convoy does, and if the convoy is destroyed? Woops, there goes your stuff. Probably my favorite idea, but it'd be extremely difficult to implement; even beyond the obvious, every time the convoy jumped, it'd have to despawn and respawn, and FLHook would have to track every convoy individually, possibly causing lag and stability issues.

    3. Add a truly ridiculous price tag, i.e., 100%-120% of the maximum sell price anywhere in Sirius per transfer. Probably the most workable idea, since rather than minimizing abusability, it'd negate it from the get-go; however, this would probably lead to complaints, and would minimize certain roleplaying events.

    4. Remove the /transfergoods command entirely. Probably the simplest and easiest solution for everyone, especially since it removes a major coding aspect and prevents us from having to avert abuse like this altogether. Even if we were to come up with a great solution here, someone, at some point, would still find a way to abuse it. People are like that.
    So there you go.
      Reply  


    Messages In This Thread
    /home - by Mr.Fabulous - 09-06-2010, 05:34 PM
    /home - by Druen78 - 09-07-2010, 08:33 AM
    /home - by Denelo - 09-07-2010, 03:02 PM
    /home - by mwerte - 09-07-2010, 03:16 PM
    /home - by Elven - 09-07-2010, 03:19 PM
    /home - by beander2 - 09-07-2010, 03:19 PM
    /home - by Mr.Fabulous - 09-07-2010, 03:48 PM
    /home - by Denelo - 09-07-2010, 05:22 PM
    /home - by Coin - 09-07-2010, 05:50 PM
    /home - by Atomic.Blue - 09-07-2010, 06:10 PM
    /home - by RmJ - 09-12-2010, 07:06 AM

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