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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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<< TRADE BALANCE >>

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<< TRADE BALANCE >>
Offline KercKasha
12-31-2007, 02:33 PM,
#41
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Posts: 54
Threads: 3
Joined: Dec 2007

Excuse me for not reading the entire thread, but I hit the 2nd page and came up with an idea that I just had to share before I forgot it.

Have wages ever been considered? Most people have trader Alts simply because their main characters never make any money(Or little of it). For example only SOME factions would receive wages(Navy, Actual companies etc, maybe some of the pirates)...it's something I've seen done on quite a lot of roleplay servers(for different games mind you.) You'll say, earn $15 bucks an hour, an hour naturally being a minute 'real time' for example. Naturally this would probably be increased for freelancer(What the hell can 15 bucks buy you in freelancer..) and it also promotes people playing more(Stay on longer... earn more money.)

I don't know, I actually rather hated having to 'farm' wages to buy stuff on other roleplaying games, so I'm sorta just throwing that out there and sharing it with everyone.

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Offline bus
12-31-2007, 03:01 PM,
#42
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Posts: 78
Threads: 5
Joined: Dec 2007

I can certainly see that giving wages to police / military would be quite logical, as well as taxing the corporations. (Only the house corporations though, taxing zoners for example would be a lot out of roleplay.) I'm not sure if it can be implemented though.

Regarding the price changes discussed in this topic, I think that many of the ideas presented here would help to make the game more rewarding to the trader folks but is that really what we're after? Maybe they would value their cargo a little more and actually pay the ransom asked by the pirates, ok. But it would make it much harder to set up the RP character you really want to play, taking you ages just to earn enough money for your starting ship.

I'm not sure if it is a good or bad thing. For example, if you want to roleplay a navy battleship captain, it would be a good idea if you started your career as a fighter pilot and gradually make your way to the top. But you shouldn't be forced to get there by spending billion of hours trading. Actually you shouldn't be forced to trade at all.

LPI-John.Baxter (EP-ID-004)
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Offline SimonBlack
12-31-2007, 03:25 PM,
#43
Member
Posts: 1,027
Threads: 57
Joined: Dec 2007

I only dont like one thing about current resources locations.

According to some rumors faction A loads B goods in C location. Although sometimes it does not match the information, since B goods have been removed from base C and such..

Dont really have complaints though. The routes changed little from vanilla times.

P.S. havent read the topic either, just throwing some ideas.

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Offline KercKasha
12-31-2007, 04:34 PM,
#44
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Posts: 54
Threads: 3
Joined: Dec 2007

' Wrote:I can certainly see that giving wages to police / military would be quite logical, as well as taxing the corporations. (Only the house corporations though, taxing zoners for example would be a lot out of roleplay.) I'm not sure if it can be implemented though.

Regarding the price changes discussed in this topic, I think that many of the ideas presented here would help to make the game more rewarding to the trader folks but is that really what we're after? Maybe they would value their cargo a little more and actually pay the ransom asked by the pirates, ok. But it would make it much harder to set up the RP character you really want to play, taking you ages just to earn enough money for your starting ship.

I'm not sure if it is a good or bad thing. For example, if you want to roleplay a navy battleship captain, it would be a good idea if you started your career as a fighter pilot and gradually make your way to the top. But you shouldn't be forced to get there by spending billion of hours trading. Actually you shouldn't be forced to trade at all.
I figured because FLHook is a nifty little program something can be done on the lines of that...back in TSRP it would work like this. Basically an 'economy mod' was installed into the game as an AMX plugin, the economy mod used a MYSQL database to store Character names, what their occupation was, and how much they earned an hour(Some more complicated ones also included who they worked for etc etc)

I guess to make it more simpler for Freelancer it could use the ID's, so if you have say a Liberty Police ID, FLHook will take notice of this and pay you however much every minute. I have no clue how FLhook works but I've seen it do some tricky stuff so I'm assuming something like this might be possible.

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Offline bus
01-02-2008, 05:19 PM,
#45
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Posts: 78
Threads: 5
Joined: Dec 2007

Sounds nice. Don't know if it'd be possible to balance this system very well though.

LPI-John.Baxter (EP-ID-004)
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Offline RickJames
01-02-2008, 06:28 PM,
#46
Member
Posts: 439
Threads: 35
Joined: Oct 2007


The only trade thing I'd like to see is good runs all over the place.

There are a couple good runs in the mod. however they make folks stick to certain systems. Why not just make good runs all over the place?

People who want to make tons of money are going to do it no matter what happens. At least with more good runs all over people might branch out more and make some of the less active areas of Sirus see more activity.

I trade to make money. I think I do a good job rping when I am trading..but I'm really only on my trading character to make money. I have a good route and stick to it. However, it only takes me through 4 systems.

If I could keep making the same amount of money in the same amount of time..i'd fly through all 100 something systems all the time.

Or at least something like Rheinland to Kusari, kusaris to bretonia, bretonia to liberty, liberty to rheinland.

Just some thought. No idea how feasible it would be.

Also, if anyone has a nice all around Sirus route..not hauling contraband..feel free to PM me.
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Offline bus
01-03-2008, 01:18 AM, (This post was last modified: 01-03-2008, 01:19 AM by bus.)
#47
Member
Posts: 78
Threads: 5
Joined: Dec 2007

I don't know the routes too much but what I've seen so far was all equally well distributed among the systems I've visited. Which isn't much, but anyway. I also try to stick with my RP which is a Liberty-based trade corporation (Universal) so obviously I'm hauling stuff to and from Liberty, that gives me a lot of different trade routes to choose from and (quite likely) restricts me from doing the really profitable ones. How much should a good trade route net you?

LPI-John.Baxter (EP-ID-004)
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Offline El Nino
01-04-2008, 05:49 PM,
#48
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

Hm, having traded for two days now, i seem to like the system as it is. There are plenty of good runs everywhere, longer runs are more profitable, but still with my 4300 cargo i made about 30M in about one hour, that is fast enought... i think in terms of profit...

There are far more pressing issues than trading inbalance. There is however still the problem of people trading to get a battleship and then horing around...:Psince i grew old of the cruiser i'm getting myself one, but it seems strange RP wise for a trader to get a battleship, becouse esentialy that's what people who fly them are, traders who worked their *** off, to get a BS, introducing somekind of Pay for your work as a naval officer would be a great way of redeaming this medly. If i would get paid for sipping coffe and eating donuts infront of Manhatan, i'd sit there and patrol space for half the profit trading gives me...

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