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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Player bases are money blackholes, can´t make profit

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Player bases are money blackholes, can´t make profit
Offline Lumik
04-05-2012, 06:48 PM, (This post was last modified: 04-05-2012, 06:52 PM by Lumik.)
#1
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Player bases seem awesome but I don´t understand one thing. Maybe I overlooked something but I understood that buying price of commodities is same as selling and they can´t be set differently. I don´t understand that because due to this, player stations are just nice money blackholes.

Let´s do some math. Only for basic maintenmance of base and hold shield turned on, one shield generator module consumpt 4 H-Fuel or 2 MOX or 2 Promethene every 10 seconds. This mean 1 440 H-Fuel or 720 MOX or 720 Promethene per hour, and 34 560 H-Fuel or 43 200 MOX or 43 200 Promethene per day.

If we will run on H-fuel which is the cheapiest and buy him for nearly lowest price, basic running costs of base are still around 160 000 credits per hour, 3,8 million credits per day, 26,6 million credits per week and 114 million credits per month. And if you will be forced to run base on MOX for some reason, running costs are much higher (9,5 million/day, 66,4 million/week, 284,6 million/month). And this still not include food, oxygen and water which crew need (but their price is mininal), and also materials for repairs (which can be expensive in higher ammounts).

Yes we can say it´s not much for a whole faction with enough members. But don´t forget that when youre supplying your base, you are trading with double loss - it takes time and it takes money, because base will just consumpt this cargo. And somebody (the faction) has to pay it.

I like the idea of base for mining factions, would be nice in Omega-7 or Taus mining sites. It solve problem with contacts between miners and haulers. And would be great step towards real economy. In this economy, the owner will set up buying price for miners, and selling price for haulers differently, to make some profit which at least pay the running costs, or maybe bring him some profit. And everybody can be happy.

But he can´t do that now. He is now forced to subsidize his base. How long would people want do that? Of course, player bases still can make that special modules staff and can be used by faction members for storage...but why the prices can´t be set up differently? I just see wasting great opportunity here :-/


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Offline Cannon
04-05-2012, 07:40 PM,
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I'm not smart enough to modify FL to allow different buy and sell prices at the same whilst retaining the shop user interface.

You can however, set a low price and make the item buy only.

Once you have acquired an amount of goods, you can change the price to a higher one make the item able to be bought and sold.

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Offline Charos
04-05-2012, 07:43 PM, (This post was last modified: 04-05-2012, 07:44 PM by Charos.)
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If you think that bases can't make profit, you're not thinking enough. Devs gave you the tools to make whatever you wish so don't you go asking them what possibilities there are, find them on your own.

I have access to a base and it's great.
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Offline William Frederick Cody
04-05-2012, 07:45 PM,
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' Wrote:I'm not smart enough to modify FL to allow different buy and sell prices at the same whilst retaining the shop user interface.

You can however, set a low price and make the item buy only.

Once you have acquired an amount of goods, you can change the price to a higher one make the item able to be bought and sold.

Is it possible perhaps, to add a "/sellonly" command? That would be better a bit.

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Offline Not Espi
04-05-2012, 07:47 PM,
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make base, ship goods to it with profit, have a befriended faction buy it with profit.

profit



edit: essentially what cannon said
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Offline Lumik
04-05-2012, 07:53 PM,
#6
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' Wrote:I'm not smart enough to modify FL to allow different buy and sell prices at the same whilst retaining the shop user interface.

Then I belive it must be impossible ;)


' Wrote:You can however, set a low price and make the item buy only.
Once you have acquired an amount of goods, you can change the price to a higher one make the item able to be bought and sold.

My fault that I didn´t revealed this option. Require some base admin in area, but sounds doable and better than nothing. Thanks for answer.


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Offline ophidian
04-05-2012, 08:13 PM,
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Use bases as supply depots and ask for monthly rents. Here is your income. One of many ideas you can implement.

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Offline Blackwood
04-05-2012, 08:19 PM,
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That's a shame to learn that buy and sell prices can't be different.:(
I had been fantasizing of setting up an independently run Junker station that could fence stolen goods and contraband for a fee. Unfortunately those buy/sell mechanics would make such an endeavor nigh impossible. And if the numbers Lumik figured are correct, then I would need nothing short of my own personal supply fleet to keep the dang thing from imploding or being griefed by lolturds.
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Offline ryoken
04-05-2012, 08:31 PM,
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WOW! Can you all complain more? You wanted bases, and you got them. At no time did the staff ever say it would be easy to build them, or maintain them. They sure as hell never said they would make money hands over fists.
Do we really want then so easy to build and maintain that we have 50 bases in each system? If you want your own Juggernaught, safe haven base you needs to work your arse off for it. Plain and simple really.

PS. Good work staff, very good work.

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Offline Blackwood
04-05-2012, 08:32 PM,
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' Wrote:WOW! Can you all complain more? You wanted bases, and you got them. At no time did the staff ever say it would be easy to build them, or maintain them. They sure as hell never said they would make money hands over fists.
Do we really want then so easy to build and maintain that we have 50 bases in each system? If you want your own Juggernaught, safe haven base you needs to work your arse off for it. Plain and simple really.

PS. Good work staff, very good work.

:Hangs head in shame: Sorry. You are right. I'll go have fun now.
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