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Economy changes

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Economy changes
Offline Enko
08-01-2008, 06:32 PM,
#1
Developer
Posts: 307
Threads: 28
Joined: Jul 2008

I was thinking we could bring the economy into the game as a bigger part, and reward those who decide to band together inside the economy.

What are the main objectives of this?
-Bring Economy related tasks and objectives into a bigger part of the server, maybe even encourage more players to do it over Fighting related tasks.
-Improve the quality and profits of Mining.
-Bring greater rewards for people who choose to band together with each other to create money
-Improve the quality of mining, such as method and profits.

How to come about this?
Bringing about changes to various aspects of the economy and parts within

Mining:
Probably the biggest change I can think of is to the mining section. I propose some large changes, some of which seem perfectly viable with the freelancer engine and others that might be stretching the bounties a little.
The primary focus on this is the acquisition of the mineral at hand, I think changing the form of mining, or adding a new form of mining. Instead of upping the spawn rate on loose rocks or debris, create larger rocks which hold a larger yield. I propose to do this with the same method wrecks are used in freelancer currently. Instead of it being a ship holding weapons and such, the model would be of a large asteroid or mineral, then instead of immediately jettisoning cargo on first hit, give the asteroids large health and then they break apart with their minerals. This should yield a large amount of miners, substationaly larger given the time taken to mineral against minerals gained from the smaller shootable rocks. This way large mining ships with something like a class 7 or so turret, that is a focused beam something like a mining laser or very thin projectiles that do high damage but have an overblown power consumption so any other ships other than a mining ship would be gimped using such a weapon for anything else than mining. This way ships designed for mining could be used to gain far more minerals than any other ship, in example you wouldn't use a fighter for trading, so why would you use something inappropriate for the job.

Looking here for mining to be more specialized, and thus with people buying the specialized equipment, gaining more money and profits from it.

I will post more later about the later processes around mining and other changes that might be appropriate.

[Image: RrJ0WDv.jpg?ex=68ea6da6&is=68e91c26&hm=4...96497fa34&]
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Offline Primus Avatar
08-02-2008, 12:31 AM,
#2
Member
Posts: 1,046
Threads: 52
Joined: May 2008

i like the idea....but i think people will misunderstand you...try and rewrite it. Explain the weapon, its stats and ect. And why miner ships can use it better than transport ships.

wassup
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Offline Guyton
08-02-2008, 12:41 AM,
#3
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Posts: 383
Threads: 48
Joined: Dec 2006

Dynamic trading

Discovery Freelancer [9.5 Years]
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Offline Primus Avatar
08-02-2008, 12:47 AM,
#4
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Posts: 1,046
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Joined: May 2008

' Wrote:Dynamic trading


that too is an excelent idea.... but 2 words wont do it. Some of this professionals on Discovery mod never played on other servers sou you'd have to write an esey to fill them in. There have been posts for both of this "additions" but they got flamed by inexpirienced "die-hard" Disco conservatives.

wassup
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Offline Enko
08-02-2008, 12:49 AM,
#5
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Posts: 307
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I have alot of multitasking, and I am working on it, Il write in more detail and then move onto the trading idea, Guyton hit the nail on the head.

The basic idea behind this is to specialise mining and then provide an enviroment where teamwork would produce greater proffits than all of the members solo trading.

[Image: RrJ0WDv.jpg?ex=68ea6da6&is=68e91c26&hm=4...96497fa34&]
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Offline Telbasta
08-02-2008, 12:50 AM,
#6
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Posts: 282
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here's an idea-

We can make certain NPC ships have different loadouts, and give them a set 'list' of commodities to drop when they die... right? If so, why not copy a medium-sized asteroid model to a new NPC-only ship type, named "Rich XXX asteroid" where XXX = the resource type. These Npcs would have no sound files or comm chatter, and would only follow patrol paths in asteroid fields - they would also have no weapons or equipment, and no shields (with fairly low health). Perhaps make them of the nuetral faction as well so they arent hostile or friendly to anyone.

Then, when you kill these asteroids, they drop large amounts of a specific resource type - say 200-300 units of a particular ore or commodity.

Being NPC's, they could 'dodge' player fire, making them a little trickier to go after. The only problem I see is their faction alignment... if you make them nuetrals, people killing them will become unfriendly to the nuetral rep, and would be unable to land on certain stations and planets (omicron kappa planets, and connecticut's stations).

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Offline Enko
08-02-2008, 12:54 AM,
#7
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Posts: 307
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The problem there is then it would create alot of hostile contacts on the list, potentially cluttering it with unessary targets.

The other issue is with wrecks, once they go once, it takes a server restart to replenish them?

[Image: RrJ0WDv.jpg?ex=68ea6da6&is=68e91c26&hm=4...96497fa34&]
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Offline FeralCr
08-02-2008, 12:59 AM,
#8
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I can't imagine it would be impossible to have a script written that replenishes the asteroid 'wrek' after a certain amount of time?

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Offline Enko
08-02-2008, 01:06 AM,
#9
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The main issue is here is that anyone can damage a wreck, so by making a mining laser to high amounds of damage but possibly so slow it virtually impossible to damage anything, say something like a battleship sized damage, with zero shield damage. Anything without one of these lasers, ie any other ship will not have any real impact on the asteroid, thus pretty much loose the proffit gain from the speedy aquire of the mineral. And ofcourse it would be OORP for battleships to be mining for instance, and impratical. The energy requirement would have to be such that only mining ships (with a high energy output) could use such a weapon.

[Image: RrJ0WDv.jpg?ex=68ea6da6&is=68e91c26&hm=4...96497fa34&]
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Offline Guyton
08-02-2008, 02:32 AM,
#10
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Posts: 383
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' Wrote:that too is an excelent idea.... but 2 words wont do it. Some of this professionals on Discovery mod never played on other servers sou you'd have to write an esey to fill them in. There have been posts for both of this "additions" but they got flamed by inexpirienced "die-hard" Disco conservatives.

Right, Dynamic trading is your "real world" idea of trading, in short the prices are based with quality.

If say H-fuel is in high demand in Cambridge buying for say 2,000 credits per quality.

Example: Planet Cambridge currently has 200 units of fuel but requires 10,000.

The GMG meets this demand by shipping fuel across the Tau causing the demand and price to drop.

Example: Planet Cambridge now has its demand of 10,000 units of fuel having a total of 10,050 quality, the demand has been met even when supply is distrubted through out the system, the price drops to 1,000 per unit on Planet Cambridge and demand is met throughtout the system.

Now the independent merchants have also made a shipment to Cambridge but they are to late the prices have dropped. Cambridge is now buying fuel for 500 per unit. Yet they drop their cargo anyways causing quality to increase, making prices drop.

Example: Planet Cambridge now has quality of 14,250, far over its demand. Quality has increased and is in high supply, the price is now 550 per unit.

Jura decides to come along and make a shipment to Liberty who has a demand of 2,000 credits per quality of fuel by taking it from Planet Cambridge. Well you can imagine what happens.

Overview

1)Planet Cambridge - 200 quality of H-fuel with reserves holding, Cost 5,000 per quality, Demand is 10,000 quality.

2)GMG - Shipped 10,000 quality of H-fuel, Selling 2,000 each

3)Planet Cambridge - 10,200 quality, Cost 1,000 per quality and slowly rises, Supply is 10,050 after shipment is made, and is dropping 50 quality every docking ship.

4)Merchant - Drops 4,050 quality of H-fuel on Cambridge, Selling 500

5)Planet Cambridge - 14,250 quality, Cost 550 per quality and slowly rising, Supply is 14,250 and dropping 50 quality every docking ship.

6)Jura - Purchases 5,000 quality

7)Planet Cambridge - 9,250 quality, Cost 825 per quality and increasing, Supply 9,250 slipping to Demand and quality dropping 100 units per ship.



Eh, hope it was explained well enough.






Discovery Freelancer [9.5 Years]
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