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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Trade idea: Transports can't dock(sell) on planets.

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Trade idea: Transports can't dock(sell) on planets.
Offline Kosa
11-01-2013, 07:28 AM,
#11
Member
Posts: 378
Threads: 82
Joined: Dec 2011

I say no, even though it's interesting.

Pros and cons of the idea:

-Forcing teamwork never really worked. The correct way is "solo first teamwork second". It has to evolve the natural way.
-I think most traders would only be annoyed by the fact there is a huge profit down there on the planet they simply can't get. (Very few traders will have a freighter companion waiting at the planet)
-PoBs. They can be built right outside the planet where 5Kers will sell the goods then freighters will simply unload to planet later. No need for both to be present at the same time. This actually sounds very realistic but it does nothing to the game except it pours even more money into it. (unnecessarily)
-inRP. The WHOLE thing exists inRP. That's what Mooring Fixtures are for. Large ships don't enter the atmosphere they just dock with the Fixture and stay out in space. You and your cargo are taken down to surface by atmospheric ferries. Changing the animation to show this would be really hard with little gains, so it just shows you land with the Train and bump into buildings while doing so.


+This could be a way of cutting the profit of traders which we need. Less profit -> More trade runs -> Traders spending more time in space -> More pirates -> More lawfuls
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Offline AeternusDoleo
11-01-2013, 07:53 AM,
#12
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Besides, if this would actually happen, most planets would just have a trade base in orbit with equal prices to prevent economy breakage. It won't fix anything, and be a lot of work to do.

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.
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Offline Pilip
11-01-2013, 08:26 AM, (This post was last modified: 11-01-2013, 09:06 AM by Pilip.)
#13
Member
Posts: 146
Threads: 2
Joined: May 2013

Dude just be cause you are bored of your nephilim and armor and so you trade only for fun, doesnt mean that there are no more normal players out there who still need to make 30 mil in 3 or 4 runs, assuming that he already has a 4,5K (30min or more back and forth per run) for setting up a fighter or anything else K?Wink since you did it right? now you want to add another canon to that?
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Offline **BUDDY**
11-01-2013, 08:48 AM, (This post was last modified: 11-01-2013, 09:11 AM by **BUDDY**.)
#14
Member
Posts: 199
Threads: 35
Joined: Jul 2013

Quote:It could make things more fun, you would get more people in a group since you need more people to really trade. It would even make pirating better since there would be more traders, and in turn police would have more to do.
But yeah....not sure how it would work. But I think it's a pretty good idea

Ah not really gonna work as there are hardly ever enough people as already stated by others.

Quote:This could be dangerous because there is a likelihood it would kill alot of independents trading who enjoy the ease and simplicity of trading and anything that changes it will make them leave for another server/mod who allows the ease of trade.

What this means simply is that it has the possbility of Backfiring. Epicly.

Would have to second this as i myself independant trade and to be honest if this happened it would kill 90% of my play time so therefore would not play anymore.

Quote:Almost every planet has a base in orbit, some have several. Copy the current prices to said base. They can still get the "normal" value taking commodities to those bases, or they can work with a freighter or three to get more money from a direct planetary delivery.

So said ships can dock on a tiny base but not a huge planet??????..............hmmm

Quote:Playing in groups is all fine and well but there is not always enough people online to make this idea practical.

There is that that same line again......coincidence? I think not (half the time i'm on there is barely 20 players in the whole game)

Quote:You can still dock on stations and sell for nearly the same price anyway.

was part of the point to this not the fact that the ships were possibly "flying that massive train between skyscrapers? That's silly" (yet once again they can dock on a tiny base hmmmmm)

Quote:Are there actually any other active mods out there?

You may be right, probably not like this so as already stated i just wouldnt play anymore (and i have a funny feeling i wouldnt be the only one) (even less players than the current)

Quote:I agree comrade .
I say no

Second this

Quote:-I think most traders would only be annoyed by the fact there is a huge profit down there on the planet they simply can't get. (Very few traders will have a freighter companion waiting at the planet)

Second this (once again possibly down to the numbers)

I would have to say a very stern NO!!!!

-------------------------------------------------------------------------------------------------------------------


EDIT: Just some further references pertaining to numbers, (which would only drop further if this was implemented)

Quote:going back a few years I remember fighting for a space to play in this server. now im in new york with nobody here and 29 other people on the entire play list.

Quote:I fondly remember the days wrestling in to the server with my friend. Now, there`s always a space. It seems Discovery isn't what it used to be.

Quote:Ahh the good old days when population was 198 and you had to kill the mouse and the enter key to get in
Old days, fun days that are long gone now. Sice .86 the population dropped harder than skrillex bass in his songs.
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Offline Coin
11-01-2013, 08:51 AM,
#15
Difficult Customer
Posts: 3,329
Threads: 82
Joined: Apr 2008

here are the numbers.

buy commodity for 100 credits, sell for 10100 credits, giving profit 10k per unit.

i set up pob (or fifty) don't bother sheilding or anything, just have the pob buying the commodity at 7600 per unit.

5k train arrives, after fifteen minute run.

(5k x 7.5k)/900 = 41,666 credits a second, or 37.5million per run

I log into my freighter (650 cargo)

(650 x 2.5k)/10 =162,500 credits a second, and i can clear 5k of cargo in 70 seconds

in the same fifteen minute period, my little freighter is making 14,625,000 credits.

and in the following weeks, when i have a captive market, i can incrementally drop the buy price a little, until its a 60-40 split, where i'll be making 92million per hour.

at these prices, i can pay people to upgrade the base for me, and we get the beginnings of a dynamic economy.


(would love a pob plug-in that automatically buffed and nerfed the commodity buy prices relative to the amount of cargo on the pob)
(would love an fl-comp plugin for pob's, so it would check the prices on the pobs)

A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline **BUDDY**
11-01-2013, 08:57 AM,
#16
Member
Posts: 199
Threads: 35
Joined: Jul 2013

Quote:where i'll be making 92million per hour.

Ummm, i make that easily if not more than that already in same time frame without any of the hoo haa of freighters and pobs etc
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Offline Jaika
11-01-2013, 09:32 AM,
#17
Member
Posts: 478
Threads: 91
Joined: Jan 2010

(11-01-2013, 08:57 AM)**BUDDY** Wrote:
Quote:where i'll be making 92million per hour.

Ummm, i make that easily if not more than that already in same time frame without any of the hoo haa of freighters and pobs etc

Please tell me how o.O

And just to stay in topic. Think about the players who are not in the most active time zone of the server like me. When i'm online there's 20-40 players, yeah yeah we can sell the stuff on nearby bases but it's just a bit maybe unfair i think because we have much less chance to find someone with a small freighter to unload our stuff.

There is no such thing as too much firepower.
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Offline **BUDDY**
11-01-2013, 09:34 AM,
#18
Member
Posts: 199
Threads: 35
Joined: Jul 2013

(11-01-2013, 09:32 AM)Jaika Wrote:
(11-01-2013, 08:57 AM)**BUDDY** Wrote:
Quote:where i'll be making 92million per hour.

Ummm, i make that easily if not more than that already in same time frame without any of the hoo haa of freighters and pobs etc

Please tell me how o.O

And just to stay in topic. Think about the players who are not in the most active time zone of the server like me. When i'm online there's 20-40 players, yeah yeah we can sell the stuff on nearby bases but it's just a bit maybe unfair i think because we have much less chance to find someone with a small freighter to unload our stuff.

That is actually a good point i didnt think of that, i'm at GMT+12 (New Zealand) and yea 20 to 40 players is about average (40 on a good day)
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Offline Murcielago
11-01-2013, 10:14 AM,
#19
Member
Posts: 372
Threads: 36
Joined: May 2013

I see where you are aiming at.
You wish that the fraighters would be more trade usefull and that the big traders need help soo- more interaction.
Your idea is not bad, but sadly the Sirius is big and the server is not populated enough for it.

Soo currently NO from me.
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Offline Jack_Henderson
11-01-2013, 11:15 AM,
#20
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

I can see the benefit in terms of player-interaction. That's generally good.

The problem is: It makes absolutely no sense. My transport is bigger than many station models, but I can dock on it? But I cannot dock on a planet?

Spaceports would normally not be inside of the cities, it's just the "landing animation" that somehow makes large ships look awkward. And on planets, there is a lot of space, I assume. At least compared to stations.

Your suggestion works well for smuggler ports like the Leeds Satelite. I have heard quite a lot about freighter unloading operations etc. I guess that's what we should have more often.

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