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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Mining bonuses!

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Pages (3): « Previous 1 2 3 Next »
Mining bonuses!
Offline Carme
04-05-2009, 10:45 PM, (This post was last modified: 04-05-2009, 10:49 PM by Carme.)
#11
Member
Posts: 473
Threads: 37
Joined: Jul 2008

No.

Miners should have epic cargo, and hardly be capable of flight.*
Do you know how much it would piss people off to Mine for hours and have to leave it outside the ship, and then some creep shoots the loot,
or some transport not working for you gnabs it, or you D/C, or your traders D/C?

*So that we don't see mining ships power trading...

Also, when miners are carrying tons of valuable "manually-extracted" cargo, awaiting their transports to take it away...
Pirates would have an easy time getting credits out of miners, because all they can do really is sit there, unless they have an escort...

Also, just an FYI: Mining with an escort to stop bomber-flying pirates is the dumbest idea ever, the reason:
The pirate, extremely pissed off you wasted his time, will make sure your time wasn't worth much either,
and you'll eat a SNACK before your escorts stop the bomber.
  Reply  
Offline Recoil9000
04-05-2009, 10:47 PM,
#12
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Posts: 413
Threads: 33
Joined: Feb 2009

' Wrote:Thirdly reduce the cargo capacity of all ships that are made to mine. They are made to MINE not STORE after all.

I'm going to have to disagree with that comment, it already takes 2 miners to completely fill something as simple as a firefly. This is also assuming that at least one of the miners is at full cargo capacity. Also, Having a larger cargo hold meens that the miner can stay out in the field longer and has something to do while the transports take on the longer trading routes if they are in a group effort. Thirdly, If there is an increase in yield of the ores, then the cargo space will fill up that much faster.

[Image: recoil-1.png]
  Reply  
Offline Recoil9000
04-05-2009, 10:49 PM,
#13
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Posts: 413
Threads: 33
Joined: Feb 2009

' Wrote:Miners should have epic cargo, and hardly be capable of flight.*

It already is a pain to navigate the tradelanes in miners, there handling does not need to be changed at all.

[Image: recoil-1.png]
  Reply  
Offline Carme
04-05-2009, 10:51 PM,
#14
Member
Posts: 473
Threads: 37
Joined: Jul 2008

EDIT, Added the following to previous message:

' Wrote:Also, when miners are carrying tons of valuable "manually-extracted" cargo, awaiting their transports to take it away...
Pirates would have an easy time getting credits out of miners, because all they can do really is sit there, unless they have an escort...

Also, just an FYI: Mining with an escort to stop bomber-flying pirates is the dumbest idea ever, the reason:
The pirate, extremely pissed off you wasted his time, will make sure your time wasn't worth much either,
and you'll eat a SNACK before your escorts stop the bomber.
  Reply  
Offline Recoil9000
04-05-2009, 11:01 PM,
#15
Member
Posts: 413
Threads: 33
Joined: Feb 2009

That is why I do not keep that many credits on my miners, I ship them all off to another char.

[Image: recoil-1.png]
  Reply  
Niezck
04-05-2009, 11:12 PM,
#16
Unregistered
 

' Wrote:No.

Miners should have epic cargo, and hardly be capable of flight.*
Do you know how much it would piss people off to Mine for hours and have to leave it outside the ship, and then some creep shoots the loot,
or some transport not working for you gnabs it, or you D/C, or your traders D/C?

*So that we don't see mining ships power trading...

Also, when miners are carrying tons of valuable "manually-extracted" cargo, awaiting their transports to take it away...
Pirates would have an easy time getting credits out of miners, because all they can do really is sit there, unless they have an escort...

Also, just an FYI: Mining with an escort to stop bomber-flying pirates is the dumbest idea ever, the reason:
The pirate, extremely pissed off you wasted his time, will make sure your time wasn't worth much either,
and you'll eat a SNACK before your escorts stop the bomber.

You, sir, described the barge.
Reply  
Offline Carme
04-05-2009, 11:12 PM, (This post was last modified: 04-05-2009, 11:16 PM by Carme.)
#17
Member
Posts: 473
Threads: 37
Joined: Jul 2008

@Recoil:

You don't understand...
You can't lose credits for dying.

They will destroy you, taking away all of your CARGO that you spent hours mining! (if you try and resist them with some wimpy escorts)
  Reply  
Offline Recoil9000
04-05-2009, 11:22 PM,
#18
Member
Posts: 413
Threads: 33
Joined: Feb 2009

But if they are asking for millions, then they may as well (besides, i've never been pirated in the field, and when i was pirated in a trade lane, I was able to negotiate a decent price out of the pirate)

[Image: recoil-1.png]
  Reply  
Offline Clarkie
04-05-2009, 11:36 PM, (This post was last modified: 04-05-2009, 11:38 PM by Clarkie.)
#19
Member
Posts: 244
Threads: 24
Joined: Jul 2008

I agree that the bonuses need to be upped substantially, but thats only half the problem, profitability at the selling locations needs to be upped.

You see, if you have say 3 transports picking up the mined material and each setting off for the base to sell, maybe 3 systems away, and you also have maybe 3 miners doing the hard work, thats 6 people involved.

In order for that to be worthwhile doing (vs trading), the total profit for that group per hour is going to have to be about 180 million. Thats 30m each (and thus on a par with the better trading routes).

Profitablity in both a group and for individual miners is an absolute must. I think perhaps too many people just think about the profit when selling, not the time it takes.

Remember profitability= profit/time.

Unfortunately for the devs, its a hard thing to get right for every faction that has a stake in mining.
  Reply  
Offline Carme
04-05-2009, 11:39 PM,
#20
Member
Posts: 473
Threads: 37
Joined: Jul 2008

Clarkie raises an excellent point.
  Reply  
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