• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Developers Forum Discovery Unofficial Development
« Previous 1 2 3 4 5 Next »
Ore Rework

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (3): « Previous 1 2 3
Ore Rework
Offline Ash
06-19-2019, 08:29 AM,
#21
Member
Posts: 2,261
Threads: 265
Joined: Feb 2008

This is your one and only bump.

If you've got a request or suggestion, now is the time folks.

[Image: B305-A724-C3-D9-4-D19-83-EF-92-B478-B8-F595.png]
  Reply  
Offline Kalhmera
06-19-2019, 08:36 AM,
#22
Sadistic Tentacle
Posts: 3,205
Threads: 546
Joined: Nov 2015

More incentive to mine/haul my suggestion would be to tweak prices, as some here have mentioned, make it worth while, more haulers/miners means more pirates, means more lawfuls etc. this is just my opinion

[Image: iytffEd.png]
Just as the constant increase of entropy is the basic law of the universe, so it is the basic law of life to struggle against entropy. - V. Havel
Amenhotep SRP Thread | Amenhotep Captains Log | Jean Holiday Dossier & Logs | Vermont History


Reply  
Offline Darkseid667
06-19-2019, 10:20 AM, (This post was last modified: 06-19-2019, 10:21 AM by Darkseid667.)
#23
Goldfinger
Posts: 324
Threads: 19
Joined: Sep 2017

(06-06-2019, 03:46 PM)kerfy Wrote: tweaking some of the "regular" commodity prices and buy sell points along the "return" side of ore routes may be an idea as well..

+1, makes no sense that you can't sell ores for a gradually lesser profit a few systems/lanes before the main sellpoint (just like regular commodities, who could have even more sellpoints, too). Wouldn't make a difference in piracy because the transports still have to use the main arteries between the houses (looking at you, Omega-3).
Reply  
Offline Ash
06-19-2019, 12:18 PM,
#24
Member
Posts: 2,261
Threads: 265
Joined: Feb 2008

(06-19-2019, 10:20 AM)Darkseid667 Wrote:
(06-06-2019, 03:46 PM)kerfy Wrote: tweaking some of the "regular" commodity prices and buy sell points along the "return" side of ore routes may be an idea as well..

+1, makes no sense that you can't sell ores for a gradually lesser profit a few systems/lanes before the main sellpoint (just like regular commodities, who could have even more sellpoints, too). Wouldn't make a difference in piracy because the transports still have to use the main arteries between the houses (looking at you, Omega-3).

In pursuit of something like this we are limited by the way ore data is accessed by the server. Implementing them as a commodity systematically (like regular commodities) would require an astronomical amount of work because of this.

However the new version will have an infrastructure built with these things in mind, just not to the extent where we have sellpoints dotted all over the place.

[Image: B305-A724-C3-D9-4-D19-83-EF-92-B478-B8-F595.png]
  Reply  
Offline Darkseid667
06-19-2019, 12:51 PM, (This post was last modified: 06-19-2019, 12:53 PM by Darkseid667.)
#25
Goldfinger
Posts: 324
Threads: 19
Joined: Sep 2017

(06-19-2019, 12:18 PM)Ash Wrote: In pursuit of something like this we are limited by the way ore data is accessed by the server. Implementing them as a commodity systematically (like regular commodities) would require an astronomical amount of work because of this.

However the new version will have an infrastructure built with these things in mind, just not to the extent where we have sellpoints dotted all over the place.

I agree this would require (maybe) several hours of elbow (or rather finger) grease and some copy/paste work. However I did something similar back in the days when I played "Monkey Universe" mod in singleplayer for my own pleasure, it is not THAT complicated.
Reply  
Offline Its Raisu
06-19-2019, 01:00 PM,
#26
Member
Posts: 174
Threads: 14
Joined: Jul 2018

Could probably add Military Salvage and Premium Scrap sell point for America Freeport.
Reply  
Offline Ash
06-19-2019, 02:55 PM,
#27
Member
Posts: 2,261
Threads: 265
Joined: Feb 2008

(06-19-2019, 12:51 PM)Darkseid667 Wrote: I agree this would require (maybe) several hours of elbow (or rather finger) grease and some copy/paste work. However I did something similar back in the days when I played "Monkey Universe" mod in singleplayer for my own pleasure, it is not THAT complicated.

No, it’s not complicated. But several hours is a gross underestimation of how long it would take to set up sellpoints for each and every base in the mod.

Then of course if we do that then there would be even less incentive to trade standard commodities.
  Reply  
Offline Darkseid667
06-24-2019, 01:46 PM, (This post was last modified: 06-24-2019, 01:51 PM by Darkseid667.)
#28
Goldfinger
Posts: 324
Threads: 19
Joined: Sep 2017

(06-19-2019, 02:55 PM)Ash Wrote: Then of course if we do that then there would be even less incentive to trade standard commodities.

Aye, you got a point there.
But I didn't recommend sell points for ores everywhere, just some gradual incline on bases where it would make sense.
Reply  
Pages (3): « Previous 1 2 3


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode