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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Cargo hold size and cargo space per unit...

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Poll: So...? (Why!)
You do not have permission to vote in this poll.
Sounds good. (Yes.)
34.09%
15 34.09%
Interesting, but not perfect. (Probably.)
27.27%
12 27.27%
Mhh... (Maybe.)
4.55%
2 4.55%
Wouldn't help... (Probably not.)
4.55%
2 4.55%
Sounds bad. Leave it as it is. (No.)
25.00%
11 25.00%
None of the opinions expressed above are fitting for me.
4.55%
2 4.55%
Total 44 vote(s) 100%
* You voted for this item. [Show Results]

Pages (3): 1 2 3 Next »
Cargo hold size and cargo space per unit...
Offline Syrus
03-02-2011, 01:21 PM, (This post was last modified: 03-02-2011, 01:36 PM by Syrus.)
#1
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

I have an idea...Though I think I presented this idea before I doubt it was on the forum.

Multiply the cargo space by 1000.

Why?
Well, I had problems finding profitable routes from some bases I traded with. I was stuck in a dead end and
had to go back to find some base which sells stuff I could trade with. Of couse this can be avoided by trying
to figure out the whole trading round before starting, but I don't like this. It feels like powertrading when you
pick the most profitable route and just fly round and round on one and the same route all day long. Then
there is RP cargo which just doesn't really make any profit. Water, Oxygen, Food for example. Yes, you can
bring that stuff to your RP base which needs it, but you make only a little amount of cash, compared to let's
say a Deuterium / Iridium trade.

How do I want to change this?
As I said, multiply the cargo space by 1000. Then go and make oxygen, water etc only take 1 space, while
other stuff will take much more space. Shiphull panels could take like 5000 space per unit etc etc. This would
make even stuff like Oxygen tradeable. It gives much more room to adjust and balance the commodities.

I don't think fighters need their cargo space increased though. About ©AU sizes, well...that'll be another
thing which should be talked about. But it's less important here.

It would improve the realistic feeling in my opinion. Also, when a transport blows up, most of the stuff it was
transporting will explode with it. (since there is a limit of how much cargo will be dropped?) Which will make
pirates a bit more careful about how they handle their enemy, instead of demanding ridiculous amounts
just to get a reason to shoot them and have a transport pick up the cargo. (Though this isn't often the case,
it happens sometimes.)

The problem and the big work here would be...how to balance the space the cargo takes and what price it
sells for?!

So, I would like to hear what you think. What good would it do, what bad? Why? Could this be handy, how
could it differently changed? Why did you vote what you voted?

EDIT: I forgot to add, that I like shipping stuff for RP purpose, like Oxygen, Water, Consumer Goods, Food,
etc, rather than for only money. But doing this without getting anything from it, feels like wasting times
sometimes, since most times I won't even meet people while doing my trading, which is kinda bad anyway...

[Image: 7tAtSZe.png]
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Offline Optimus-Prime
03-02-2011, 01:23 PM,
#2
Member
Posts: 329
Threads: 57
Joined: Feb 2010

I like this idea

<span style="font-family:Impact">R.I.P BEAR</span>
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Offline Markus_Janus
03-02-2011, 01:28 PM,
#3
Gaijin Slayer
Posts: 1,949
Threads: 103
Joined: Jun 2008

Would it not be easier to have some commodities take up half a space?
Not sure if it could be done.
But I would like to see more oxygen and water carrying transports.

Samura Omotai Zaibatsu.
[Image: qz7DdPp.png]
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Offline Agmen of Eladesor
03-02-2011, 02:55 PM,
#4
Member
Posts: 5,146
Threads: 661
Joined: Jun 2008

While I could see that this would add some complexity to the dev team - plus some arguments about how big some things are - I think this would be a neat idea.

I know in SP (well before I ever found Disco) one of the things I did was mod my ships cargo holds so that they could carry more - a LOT more. So it's not that big of a deal to do that. Maybe max the cargo ships out at 500,000 for the big ones, with a varying size on the cargoes.



(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
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Offline Daedric
03-02-2011, 03:11 PM,
#5
Member
Posts: 4,321
Threads: 111
Joined: Nov 2010

' Wrote:I
Well, I had problems finding profitable routes from some bases I traded with. I was stuck in a dead end and
had to go back to find some base which sells stuff I could trade with. Of couse this can be avoided by trying
to figure out the whole trading round before starting, but I don't like this. It feels like powertrading when you
pick the most profitable route and just fly round and round on one and the same route all day long. Then
there is RP cargo which just doesn't really make any profit. Water, Oxygen, Food for example. Yes, you can
bring that stuff to your RP base which needs it, but you make only a little amount of cash, compared to let's
say a Deuterium / Iridium trade.

Planning your route before hand so you don't fly empty isn't power trading. Its trading using your brain. Instead of doing the same route over and over, vary your route. If your a Zoner trader I can give you a pdf file with a ton of different trade routes, all profitable but not all of them the best when it comes to profitability. OSI used them before we started our contract role play stuff. As for hauling water, oxygen, and food rations? I don't feel its a waste of time. Would it be nice to make more credits hauling the stuff? Of course, I'm not going to complain about making more, but it isn't a waste of time. Its role play. My role dictates I move that stuff from point A to point B, so I do it.

The overall idea is horrid and would require more work than it is worth. Why do I say that? You don't need to touch the cargo holds of a ship to raise the sell price of a commodity. Balance the system we have, there is no need to re invent it.

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Offline Vladimir
03-02-2011, 03:24 PM,
#6
Member
Posts: 1,597
Threads: 39
Joined: Oct 2009

Ye.

[Image: 158aufs.jpg]
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Offline Colonel.Tigh
03-02-2011, 04:35 PM,
#7
Member
Posts: 666
Threads: 4
Joined: Oct 2008

worth thinking about, it does not have to be that dramatic, but more different cargo sizes would add a lot of fun to the calculation and arangement of traderoutes.
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Offline AeternusDoleo
03-02-2011, 05:21 PM,
#8
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Simpler way: Bump prices on the lower end commodities and add to their infocards that the measurement is in hundred units a cargo space.

Ramping up cargo holds will require us to fix all the armors cargo space claimage as well.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline Ceoran
03-02-2011, 05:34 PM,
#9
Member
Posts: 1,867
Threads: 34
Joined: Sep 2008

I once had a similar idea but would have gone only with a 10x multiplier. However, I see Doleos point so that would probably be the best solution.

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My Stories Outcast laws and structures Join Samura|-
' Wrote:Go play the game, within the given limitations. That is how role play games are played. Not by trying to work around those limitations or whining about them.
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Offline Syrus
03-02-2011, 05:49 PM,
#10
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

' Wrote:Simpler way: Bump prices on the lower end commodities and add to their infocards that the measurement is in hundred units a cargo space.

Ramping up cargo holds will require us to fix all the armors cargo space claimage as well.
No, this would be different.
Just increasing the cargo prices isn't exactly the same.

[Image: 7tAtSZe.png]
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