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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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POB improvement

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POB improvement
Offline Sparx
07-28-2014, 12:03 PM,
#11
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Posts: 37
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The idea as a whole to add diversity to PoB's is a great idea since there is a lack of it.
The ideas would need to be refined further and balanced. Since I feel like there would be quite a few ways to exploit it.
But I do like the sense that if you had the correct production facilities it would be very cool to have people shipping in X ore then your factories refining X ore then manufacturing the ore into commodities then having the commodities be assembled. Or maybe add in a dis-assembler that can dis-assemble weapons for scrap and what not. Would make NPC farming more fun example lvl 2 weapons =X scrap. lvl 7=<X scrap. lvl 8=Y scrap. But I feel like it may have the issue of making to much content. And might be exploitable.

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Offline larzac
07-28-2014, 12:59 PM,
#12
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Posts: 344
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Quote:Well, it would make more sense then "looting" them from wrecks .. btw, it's already so prototype that every second Navy/Bounty Hunter Indie is running around with them, so it would make sense that people figured out how they could be reproduced, like NPC bases selling some of them already ...

Well, maybe CODENAMES sold on NPC base only? i dont know, dev will have to balance it if they do it.

(07-28-2014, 12:03 PM)BlazingAngel Wrote: The idea as a whole to add diversity to PoB's is a great idea since there is a lack of it.
The ideas would need to be refined further and balanced. Since I feel like there would be quite a few ways to exploit it.
But I do like the sense that if you had the correct production facilities it would be very cool to have people shipping in X ore then your factories refining X ore then manufacturing the ore into commodities then having the commodities be assembled. Or maybe add in a dis-assembler that can dis-assemble weapons for scrap and what not. Would make NPC farming more fun example lvl 2 weapons =X scrap. lvl 7=<X scrap. lvl 8=Y scrap. But I feel like it may have the issue of making to much content. And might be exploitable.

Well, you idea of getting scrap from weapons is very interesting even if i think it must be hard to code. I add it.

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Offline HassLHoFF™
07-28-2014, 01:39 PM,
#13
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Yes, still love the idea of just be able to construct caps on a pob shipyard.

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Offline larzac
07-28-2014, 01:50 PM,
#14
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Well, if it was possible, that would mean at least that inrp, a faction can build a caps. and i think that people who fly that kind of caps would do it carefully. After, it should be VERY VERY expensive, and not only in credits but in time too.

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Offline Highland Laddie
07-28-2014, 02:06 PM,
#15
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I said this in another thread, but I think it's worth repeating here: I don't think PoBs should be able to produce Trade commodities that are available at NPC.stations. They should be creating either base-building or maintenance materials, entirely new commodities that can only be bought at PoBs, or special equipment for ships. And while I'm not personally on-board with the idea of PoBs producing ships, I do like the idea of producing custom weapons (like SRPed guns/Codenames) being built in manners similar to how cloaks, dock modules, etc. are built.
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Offline larzac
07-28-2014, 02:15 PM,
#16
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Well, commodities produce on PoB would be a little special. Most of them would be Supply commodities. After, as you said, dev could maybe create a new commodity that can be use only on PoB and have no value on NPC base. But i really like the idea of the Mining facility. Transform ore in "normal" commodity could be good and will fit with the RP of some faction (IMG, Kruger...). And about the bar who create alcohol, it wouldnt be worth in terms of money/time, it would just be for the RP. I let admins/dev choice about Production facility.

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Offline 7AlphaOne1
07-28-2014, 02:18 PM,
#17
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Well, I dont think building ships on a PoB , that too special ships, counts as SRP.
NPC bases are doing a fine job.


the overall idea is fine, but, well, I dont see the purpose of ore conversion except powertrading. other than that, good work.

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Offline Oldum
07-28-2014, 02:19 PM,
#18
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(07-28-2014, 02:06 PM)Highland Laddie Wrote: I said this in another thread, but I think it's worth repeating here: I don't think PoBs should be able to produce Trade commodities that are available at NPC.stations. They should be creating either base-building or maintenance materials, entirely new commodities that can only be bought at PoBs, or special equipment for ships. And while I'm not personally on-board with the idea of PoBs producing ships, I do like the idea of producing custom weapons (like SRPed guns/Codenames) being built in manners similar to how cloaks, dock modules, etc. are built.

Now you just gave me an idea Smile Or actually, it's your idea, but made me think...
Just as cloaks are about the be turned into "ammo" based, a good use of PoBs would be ... to make maintance materials and commodities for themselves.

For Example:
  • Add H-fuel and a few more components = PoB shield powersorce
  • Kyushu rice/luxury food/whatever= Ration packs ( or something like that) for PoB crew
  • Reinforced Alloy + other materials = a repair commodity for PoBs.
And so on ...

And all these could be made by adding a new module ( or maybe more ) to produce with. So if built properly, there would be a new market for PoBs, as supplying other bases which are built for different purposes ( such as statoons with all the construction factory modules, or "guard" stations with tons of weapon platforms.)

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Offline larzac
07-28-2014, 02:26 PM,
#19
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(07-28-2014, 02:18 PM)seven-alpha-one-one Wrote: Well, I dont think building ships on a PoB , that too special ships, counts as SRP.
NPC bases are doing a fine job.


the overall idea is fine, but, well, I dont see the purpose of ore conversion except powertrading. other than that, good work.

It would be special ships. It was a mistake to speak of SRP. For example, some faction who doesnt have Caps on NPC base could build some. It would need to be very hard, like that no faction can build a large fleet of them, but possible to have one or 2. And maybe add a commodity only given by admins like core to be sure that not a large fleet is build.

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Offline larzac
07-28-2014, 02:28 PM,
#20
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Posts: 344
Threads: 23
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(07-28-2014, 02:19 PM)Oldum Wrote:
(07-28-2014, 02:06 PM)Highland Laddie Wrote: I said this in another thread, but I think it's worth repeating here: I don't think PoBs should be able to produce Trade commodities that are available at NPC.stations. They should be creating either base-building or maintenance materials, entirely new commodities that can only be bought at PoBs, or special equipment for ships. And while I'm not personally on-board with the idea of PoBs producing ships, I do like the idea of producing custom weapons (like SRPed guns/Codenames) being built in manners similar to how cloaks, dock modules, etc. are built.

Now you just gave me an idea Smile Or actually, it's your idea, but made me think...
Just as cloaks are about the be turned into "ammo" based, a good use of PoBs would be ... to make maintance materials and commodities for themselves.

For Example:
  • Add H-fuel and a few more components = PoB shield powersorce
  • Kyushu rice/luxury food/whatever= Ration packs ( or something like that) for PoB crew
  • Reinforced Alloy + other materials = a repair commodity for PoBs.
And so on ...

And all these could be made by adding a new module ( or maybe more ) to produce with. So if built properly, there would be a new market for PoBs, as supplying other bases which are built for different purposes ( such as statoons with all the construction factory modules, or "guard" stations with tons of weapon platforms.)

Well, this could be good but i dont know if dev want to add commodities like that. If they dont, These PoB's could still produce normal repair commodities who has a fixed price everywhere anyway.

[Image: XobDPoA.png]
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