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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Increased Cargo Volume for Low-Profit Cargo

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Increased Cargo Volume for Low-Profit Cargo
Offline NonSequitor
06-06-2010, 07:17 PM,
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I own an ALG Golem and mine scrap, so I do have a horse in this race, so to speak.

I can get an ok price on scrap. Nothing spectacular, but ok.

Toxic waste is fairly pointless to haul. For profit anyway.

I understand BMM has a similiar dilemma with hydrocarbons in O-3. It's an rp, but low-profit commodity.

Now, realistically scrap, hydrocarbons and to a larger extent toxic waste, are not high-priced commodities. That's a given.

However, would it be feasible to have appropriately tagged and ID ships carry more of these low-profit commodities, beyond their indicated cargo hold volume?

Example: ALG IDed and IFFed Golem has a cargo hold volume of 4700. The ship's basically configured to haul scrap and toxic wastes - a dump truck, if you will. But, when hauling scrap or toxic wastes, it would be capable of holding up to 6000 units of the stuff.

Scrap and toxic waste prices would'nt really need to be adjusted. This goes for any other type of low-profit rp cargo, like hydrocarbons.

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Offline Zelot
06-06-2010, 07:24 PM, (This post was last modified: 06-06-2010, 07:24 PM by Zelot.)
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Scrap is a high profit commodity.

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Offline ryoken
06-06-2010, 07:36 PM,
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Sounds good,but scrap as stated above is a well priced comodity. 3200 at 2 separate bases. I can make 30mil an hour mining/hauling it. As for alot of other low priced stuff? I like this idea alot. Would really help with something like water,or oxygen. Who ever hauls that stuff:crazy:

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Offline Lancelot9
06-06-2010, 08:02 PM,
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You could just double the profits on them to make them fit, rename the info card as "2 units of oxygen".

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Offline SMI-Great.Fox
06-06-2010, 08:16 PM,
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This would actually be an incentive for players to haul different cargo for a change...
Example....
You know how Milltary vehicles are a 5:1 Cargo ratio...
Why not reverse it?

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Offline Hawkwings
06-07-2010, 08:24 AM,
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This idea has been discussed before, especially for commodities like oxygen and water. Never got anywhere though. Maybe this time we'll have more luck.

The previous ideas were stuff like making cargo take up less than one unit of space, or just multiplying the prices by ten and RPing it as oxygen takes up less space than gold, etc.

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Offline tansytansey
06-07-2010, 09:38 AM,
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I think the anti-cheat is currently rigged to zap anyone who exceeds the cargo limit of their ship.

Could be worked around, but it would require a lot of work. You'd have to rig every ship to have times X amount more cargo space in the ini files but leave the infocard at it's current cargo space, and then regular commodities would take up more than one space so that you don't carry any more than what you usually would carry.

Probably sounds confusing, because it is.

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Offline NonSequitor
06-07-2010, 10:20 AM,
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' Wrote:Sounds good,but scrap as stated above is a well priced comodity. 3200 at 2 separate bases. I can make 30mil an hour mining/hauling it. As for alot of other low priced stuff? I like this idea alot. Would really help with something like water,or oxygen. Who ever hauls that stuff:crazy:

Yeah, scrap does have a decent sell price, but in comparison to other "mineable" commodities, it's on the lower end of the scale. Then again, if the purchase price for scrap was increased, more players would mine it and that would attract pirates. Oh well.

However, having the ability to haul toxic waste over the set cargo hold volume would be nifty. I can't recall the best selling price for toxic waste - is it around 250 per unit? If that's a close estimate, you'd need to haul the equivalent of 50.000 cargo units to turn a decent profit, 12.5 mil.

I tried mining the stuff in Leeds for kicks and giggles, but that was a while ago and I forgot the optimum selling price.

As for hauling oxygen and water, you would think that those kind of vital commodities would net more cash. Of course the npc transports carry enough of those commodities to make a small fortune in two runs, regardless of the sell price.
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Offline NonSequitor
06-07-2010, 10:31 AM,
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' Wrote:I think the anti-cheat is currently rigged to zap anyone who exceeds the cargo limit of their ship.

Could be worked around, but it would require a lot of work. You'd have to rig every ship to have times X amount more cargo space in the ini files but leave the infocard at it's current cargo space, and then regular commodities would take up more than one space so that you don't carry any more than what you usually would carry.

Probably sounds confusing, because it is.

This did occur to me. But Cannon's a smart cookie. He could see if it's doable and figure out a solution.
As for altering the ini.files of ever ship, I don't think that would be necessary - just large freighters and transports. That said, the list of potentials is not tiny: Junkers, ALG, BMM (and anyone else with a hydrocarbon mining bonus), Zoners, Freelancers and one trading company per House.
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Offline Hidamari
06-10-2010, 08:58 PM,
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to be honests, in a universe of colonies, Plant life, Oxygen and water should be HIGH VALUE cargo...

not so much on planets, but on every base you should be able to sell these things for a LOT more than you can right now

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