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Patch When? #3 - Dev Diary - Economic Reform™

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Patch When? #3 - Dev Diary - Economic Reform™
Offline Demonic
09-17-2023, 12:16 AM,
#21
Cardamine Consigliere
Posts: 757
Threads: 67
Joined: Aug 2016

(09-17-2023, 12:01 AM)Haste Wrote: One of the important aspects of Hydroponics and their usefulness is that food, water & oxygen are treated as regular, fully profitable commodities in the new economy, meaning they can get very pricey in remote areas. Hydroponics will allow you to save a decent chunk of money. Mineable ice fields are probably more common than you think, they're just not currently enabled server-side. It's more of a factor for people to play with when choosing building locations, as now you can choose to build a base near an ice field and rely on it for crew supplies, without having to worry about travel distances for those commodities.

Now this might be the missing context for me. As soon as the FWO starts to get expensive when hauled over longer distances or from remote places, then I can see the production modules being usefull if not as a timesaver then a money saver.

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Offline Lord Chaos
09-17-2023, 12:45 AM,
#22
Member
Posts: 361
Threads: 63
Joined: Dec 2015


Diamond Workshop: Uncut Diamonds + Fuel (+Industrial Materials) = Diamonds + Toxic Waste.
Production bonus: DHC, Kruger, IMG, Red Hessians.

Bretonia Mining and Manufacturing (BMM)
Gold Ore (3.0) *
Beryllium Ore (3.0) **
Niobium Ore (3.0) **
Uncut Diamonds (2.0) *
Compatible Ships: Surveyor, Scraper, Arrastra, Spatial, Camara, Anki, Clydesdale, Hegemon

* 4.0 on official BMF| ID
** 2.0 on official BMF| ID

Gas Miners Guild (GMG)
Helium-3 (3.0) *
Compatible Ships: Anki, Garanchou, Kamome
Helium (2.0)
Alien Organisms (3.5)
Compatible Ships: Surveyor, Scraper, Arrastra, Spatial, Camara, Anki, Garanchou, Kamome

* 4.0 on official GMG| ID


Now how will this work with OF with diferent drop rates than the NPC faction?

Will OF be prompted to change theyr drop rates or will the bonus be added to the faction? be added
Sounds interesting developments comming , still dont understand why isnt there a Hydroponics module yet as it exists today...
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Online TheSauron
09-17-2023, 01:05 AM,
#23
Local Gaian
Posts: 2,466
Threads: 358
Joined: Aug 2013

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cowards


One MD Admiral
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Offline Leo
09-17-2023, 04:02 AM,
#24
Pathfinder
Posts: 2,798
Threads: 400
Joined: Dec 2007

In my humble opinion, I feel that Premium Scrap being removed is a miss-step. Reason being is this could have been evolved a bit to be used to produce some of these high value items such as Manifolds (higher yield repair material sold at Junker stations) or other higher yield items. Maybe I'm biased as a Junker player, but that's how I see it.

What are the repurposed ores being used for? You mention Military Salvage and Xeno Relics as an example. Where will these be going and what will they be used for? Unless I missed that in the post.

I'm reserving my skepticism until patch release but I'm cautiously optimistic that this will be an interesting change. Making it more player involved is a step in the right direction and allowing scrap to be mined everywhere inside the corresponding field(s) (as it should) is a good idea. My Junker is gonna be busy.

You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark.
Roleplay is dead. Long live Powertraders and PvP I guess.
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Offline SnakThree
09-17-2023, 07:09 AM, (This post was last modified: 09-17-2023, 07:09 AM by SnakThree.)
#25
Member
Posts: 9,091
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RIP EFL Blue Packs and Ageira White Boxes

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Offline Lemon
09-17-2023, 07:36 AM, (This post was last modified: 09-17-2023, 07:44 AM by Lemon.)
#26
The Legendary Lemon
Posts: 2,371
Threads: 114
Joined: Apr 2020

Aye, I hope there's a cool plan for Texas - Copper is just chucked in, a lot of ores are too but Texas made a lot of lore sense, has a lot of RP activity and mining around premium scrap, vital for Junkers, ALG, Liberty and various PoBs
Edit: suppose it's the regular scrap metal commod - do I get it right that the engine will calculate distance of closest field to a PoB and set sale price?
Edit2: there could be even scrap metal AND toxic waste in one of the nebulae, I guess this was thought out for the refineries
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Offline jammi
09-17-2023, 09:20 AM,
#27
Badger Pilot
Posts: 6,561
Threads: 361
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

(09-17-2023, 07:36 AM)Czechmate Wrote: do I get it right that the engine will calculate distance of closest field to a PoB and set sale price?
Edit2: there could be even scrap metal AND toxic waste in one of the nebulae, I guess this was thought out for the refineries

Price setting works from production sources to NPC bases, and only when the tool is run during development - this isn't dynamic / live price setting and doesn't affect POBs given that the owner sets their prices.

So if there is an NPC base inside a resource field, traditionally they'd have brought the commodity for 0 or its base price. Now, the tool will look at the drop rate to calculate the correct price, accounting for mining and travel time.

That price will still be low because of proximity, but it should still be set to a 5c/s that's competitive with trading.

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Online John'DTR'Grey
09-17-2023, 09:36 AM,
#28
Malta's Misery
Posts: 239
Threads: 56
Joined: Feb 2023

I have a question, why the decision of the hydroponics to be that worthless (in my opinion)? I mean, IRL hydroponic farming is the most efficient and effective. Consumes 98% less water than normal crop growing. I just see a module no one will use sadly. Wish te ratio could be arranged for a more easy usage.
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Offline Lemon
09-17-2023, 10:02 AM, (This post was last modified: 09-17-2023, 10:02 AM by Lemon.)
#29
The Legendary Lemon
Posts: 2,371
Threads: 114
Joined: Apr 2020

(09-17-2023, 09:20 AM)jammi Wrote:
(09-17-2023, 07:36 AM)Czechmate Wrote: do I get it right that the engine will calculate distance of closest field to a PoB and set sale price?
Edit2: there could be even scrap metal AND toxic waste in one of the nebulae, I guess this was thought out for the refineries

Price setting works from production sources to NPC bases, and only when the tool is run during development - this isn't dynamic / live price setting and doesn't affect POBs given that the owner sets their prices.

So if there is an NPC base inside a resource field, traditionally they'd have brought the commodity for 0 or its base price. Now, the tool will look at the drop rate to calculate the correct price, accounting for mining and travel time.

That price will still be low because of proximity, but it should still be set to a 5c/s that's competitive with trading.
Oh - so PoBs are basically way less vital for good profits now?
Mining will just sell to NPC bases, PoBs can just refine for slightly higher c/s in further places?
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Offline Lusitano
09-17-2023, 10:14 AM, (This post was last modified: 09-17-2023, 10:14 AM by Lusitano.)
#30
Storm Chaser
Posts: 1,813
Threads: 194
Joined: Feb 2011

honestly ... for better *i really hope so* or for worst, you are making a completly new game. it is too much at the same time. too much brain calibration will be need to play this new game. i bet many people will start say that 4.86 was the good times. i can skip the battlecruiser calibration .. don't have and even never had ... i will have to calibrate the fighters ... now the economy will be completly diferent ... i and i bet many people will be afraid to open the next dev diary!!!

i think divide by 100 is too much ... 10 no problem but 100 is way too much!! it will surely reduce a lot the number of ships and accounts ... no need for so many banks ... but so many years of one model and then sudenly like a big punch in the back, a brand new model. too much
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