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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Roleplay mining fields

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Roleplay mining fields
Offline LaWey
12-15-2020, 02:19 PM,
#1
SCEC studying YOU
Posts: 1,256
Threads: 62
Joined: Jan 2018

Suggestion - make mining spots, plugin controlled, placed in all RP-related places (like where it should be in lore), but with "regular" ore commodity, with low price. Just for RP immersion.

What i'm about. For example, flying as junker, you will note sad thing - you can collect scrap only in NY, while there much another scrap fields around Sirius. I cant just fly around from field to field and "salvage" things. Such disconnection of gameplay from RP imo harms immersion, as well you could be sticked to system or region which you just dont like. Dont know of course if another mining players wish to have immersive, but non-profitable mining spots. What do you think?
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Offline Strichev
12-15-2020, 08:23 PM, (This post was last modified: 12-15-2020, 08:24 PM by Strichev.)
#2
Member
Posts: 857
Threads: 120
Joined: Jun 2009

I agree, but would like to expand on the idea. Low profit but still not completely pointless trade routes could be added for various factions. Something like transporting run of the mill goods from one unlawful base to another. Salvaged stuff from Sandur base to Torshavn or something like that.

The profitability should be very low compared to normal mining/trading.
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Offline Sniper
12-31-2020, 04:58 AM,
#3
Member
Posts: 150
Threads: 21
Joined: Aug 2016

They have established a field for scrap near Belvedere Refinery. Problem is that not enough drops per shot. It took 30 hits to go from 124 in cargo to 141 - about 0.6 per hit. I have a Junker CSF with four mining turrets in correct placement.

One needs to go to Junker base to sell, which I approve of. The drop rate is very low to be an incentive to mine it. Perhaps if this was boosted there may be more interest.
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Offline pals
12-31-2020, 05:26 AM, (This post was last modified: 12-31-2020, 05:36 AM by pals.)
#4
Samura Heavy Industries
Posts: 176
Threads: 13
Joined: Mar 2013

Platinum ore prices are very very low. I talked to the Game Master about this but I haven't got any help yet. I was told someone was looking into the matter but nothing happened. Of these, the prices of other mining ore have been reset, leaving only platinum ore in the dark.

[Image: yXBClNZ.jpg]
Samura Heavy Industries Overview - Recruitment - Central Communications - Bounty Board-  Wiki - Xuanming Trade Center - Helpful Discovery Guides   -   Mining Guide
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Online LuckyOne
12-31-2020, 09:14 AM,
#5
Armed to the Teeth
Posts: 490
Threads: 13
Joined: Apr 2020

Mining in Disco is kind of boring anyway... I can't stand shooting rocks while sitting on the same spot forever. Like, who finds this fun?

I understand that it's better for pirates gameplay to make miners easier to find but it's still pretty lame.

Waiting for Aftermath / Nomad Legacy to release to try out some new mining ideas...
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Offline Ikarus_Hagen
12-31-2020, 09:48 AM,
#6
Fort FRNC-Schleswig
Posts: 460
Threads: 41
Joined: Jul 2015

Why should the roleplay created mining fields less profitable? They easily can be tweaked so the profitablility stays the same, you need to fly less way but need more time to mine.
I really don't understand why unlawful trading should be nerfed against lawful trading. This would add some activity throughout sirian unlawful groups, the hostilities between them would be extended as their transports and miners now can be attacked, also because of the increased unlawful traffic the lawfuls have more chance to catch a smuggler or an "harmless" unlawful which can provide some interesting rp, corrupt cops and whatnot.


For a better Sirius!
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Offline Redline.Inc
02-26-2024, 08:11 AM,
#7
Member
Posts: 134
Threads: 33
Joined: Aug 2012

(12-15-2020, 08:23 PM)Strichev Wrote: I agree, but would like to expand on the idea. Low profit but still not completely pointless trade routes could be added for various factions. Something like transporting run of the mill goods from one unlawful base to another. Salvaged stuff from Sandur base to Torshavn or something like that.

The profitability should be very low compared to normal mining/trading.



All commodities having a linear profit trajectory from their source would be ideal, IMO.
"trader" faction NPC bases should provide the realistic function of selling necessary commodities at incremental price changes along the entire route. The typical of only selling low at the source and buying highest at the furthest system away is correct,
but trading factions which have bases in between would and should have incremental prices along the route.
An added bonus would be the ability of beginning players to short haul between bases for decent cash.
Any movement of a product away from the source and towards demand should yield some profit, in every case.
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