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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Value of Ore and mining

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Value of Ore and mining
Offline Hone
08-18-2013, 09:09 PM, (This post was last modified: 08-18-2013, 09:10 PM by Hone.)
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Thanks.

(08-18-2013, 08:41 PM)Lonely Werewolf Wrote: Aye it bugs me to, but not really much that can be done about it, as the group mining activity needs to yield better products than hauling the commodity sold on NPC stations.

One possible fix would be to merely swap the names of all ores and the NPC commodity around? The justification being that proper mining ships refine the ores at the same time, not merely cut up chunks of rock and flinging em on the transports hold (Hegemon clearly looks like it's capable of that).
Meanwhile if you were try to buy say gold on a station, you'd only find the ore there, as all refined ore would have been in high demand and shipped off already. Just leaving the unrefined ores which were clumsily brought to storage on said stations and the mining company responsible for them hasn't made transporting the ore yet as high a priority, hence why you often find it on stations?

Dunno if anyone agrees with me, but that's just an idea how to justify it and have it make more sense. Simply renaming all current ores as the final product and all current "refined" commodities as ores.

This could also be done too, as a quicker, easier fix. Could have it as the stuff on the station is just the big rocks the transports have towed in whole. Whereas when you mine it proply with mining turrets on little rocks and such, it gets refined.

Still doesnt make 100% sense, but better than it is now.

Would also be good to make some ore sell points make more sense. SIlver ore to planet Harris? When thers a Smelter 1 system away? What? Oh yeah Im sure the besieged barren planet really needs a bunch of rocks with some silver hidden inside, thatl hold off the Gallic hordes. Ect.

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Offline Redon
08-18-2013, 09:25 PM, (This post was last modified: 08-18-2013, 09:26 PM by Redon.)
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I would have suggested about the same thing as Hone, it seems like an interesting experiment to me.

Bump prices of refined metals to the point where their individual prices in any location are above the ore prices. Raise the profit they yield a little above standard commodities, but below mineable commodities still.

Just like the idea behind Gallic Artifacts, but it needs to be a little more appealing.
  • Example: A Stork flies from point A to point B.
  • Commodity X costs $500 in A, can be sold in B for $2'500.
    Profit: $10'000'000. Potential loss: $2'500'000 and up.
  • Refined Metal Y costs $9'000 in A, can be sold in B for $12'000
    Profit: $15'000'000. Potential loss: $45'000'000 and up.

It could make the transport of refined metals much more risky than that of cheap commodities, and slightly more profitable. Traders would be given the choice to take an extra risk for extra profit. It would solve the logical inconsistency, and add price variety to standard commodities.
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Offline Highland Laddie
08-19-2013, 03:46 AM, (This post was last modified: 08-19-2013, 03:46 AM by Highland Laddie.)
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Here's an idea for mining/bases/economy in general:

Make it so NPC bases don't sell refined goods unless they are first supplied with mined ores/gases.

Ex. Graves in Dublin first needs to be filled with Gold Ore (which...let's say is a modest price at about $1500/ea, which it then converts (at let's say...10 units/sec) into refined Gold, which can then be purchased at let's say $2000/ea.

Now, you could play with the fact that refineries/bases farther from Dublin might buy the gold ore for more, but may also take longer to convert it to refined gold (make that one of the perks for BMM/Mollies).

Also, destinations that are farther from refineries might purchase the refined products at a even higher rate than the ores....more work involved, but bigger payoff.

You could even do the same kind of thing with Tobacco and Cigars, Uranium Ore (if there were such a thing) and MOX, Scrap/Premium Scrap with Manifolds or Engine Parts, Basic/Super Alloys and Ship Hull Panels, etc.

I'm not sure how doable any of this would be...but hey...while we're pipe dreaming, right? Wink
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Offline Agmen of Eladesor
08-19-2013, 04:10 AM,
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(08-18-2013, 08:45 PM)Hone Wrote: As an alternative, you could add 20K onto the buy and sell prices of the refined metals you buy on stations, such as gold, silver, h-fuel ect. then add a bit more onto all their sell prices. This would make em more expensive than ore, but due to the fact that the buy price has been upped aswell, they wouldnt be more profitable, so people would still mine. The extra bit added onto the sell price would be to balance out the higher risk from carrying the more expensive refined metal, making it a bit more profitable than now, so people still trade it.

(08-18-2013, 09:01 PM)Govedo13 Wrote: What Hone suggested is actually really good idea.

Actually, I find myself agreeing as well. Or something similar, along the lines of what Redon suggested.



(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
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Online Luke.
08-19-2013, 08:08 AM,
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Buff smuggling rewards if they're going to keep ore-mining at such a ridiculous price. I know pirates etc aren't supposed to be rich but considering the length of the route and the profit that it entails, it becomes no fun and the interactions along the way are extremely sparce.

What i'm saying is, i'd smuggle more if there was more RP involved 'cause it sure as hell doesn't pay to do it.

That's my issue with ore mining as I play unlawful a lot. and OP is right, it doesn't make much sense anyway.

Alternatively, give unlawfuls decent places to sell the ore when cargo pirating so they can actually make some degree of profit as well.

[Image: 4a0e7968-2678-4a66-9449-352a2bb8d72f.png...fit=bounds]
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Offline Hone
08-19-2013, 08:16 AM,
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Dont see what smuggling has to do with refined metals selling for less than ore.

Also junker bases currently buy ore for about half-quater lawful price.

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Online Luke.
08-19-2013, 08:33 AM,
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I'm bringing to light the lack of balance in the price of refined metals, ore and i'm bringing smuggling into it as another factor to think about. Call it going off on a tangent.

But if you must be pedantic about it then I'm in agreement that either refined metals are buffed or ore mining nerfed a 'lil.

[Image: 4a0e7968-2678-4a66-9449-352a2bb8d72f.png...fit=bounds]
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Offline Zen_Mechanics
08-20-2013, 10:04 AM, (This post was last modified: 08-20-2013, 10:04 AM by Zen_Mechanics.)
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Scrap metal by all means should be more profitable, or even primium scrap - else how do they build vessels? with alloys? and how do they build alloys?. Point blank, I agree with you - but I must tell you ever since they nerfed the mining ship's cargo size and da gold rush in dublin, I stopped looking at this none-sense. What is not none-sense is to trade products which in term ( by reason ) should be WAY more profitable then shooting un-smelted rocks that are rarely used - and not essential.

Were fools to make war on our brothers in arms.

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Offline hungry-bank
08-20-2013, 10:14 AM,
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The thing is that the ores price is way too big.
If you mine and trade you can get a battleship in a matter of no time.
Doesn`t this the gaming experience because some of the new players jump to capitals in Liberty in no time.
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Offline Echo 7-7
08-20-2013, 11:15 AM, (This post was last modified: 08-20-2013, 11:40 AM by Echo 7-7.)
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Quite simply, the price of Ore compared to refined commodities is not set to realistic values; it is all based around trade balance.
You're welcome to justify it how you like inrp, but that's the truth from an oorp perspective.

Personally I don't like the mining system as it is currently because of its lack of realism relative to the original Freelancer economy. However, I don't have the time or knowledge for how to provide a different system that would be better for gameplay.

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