Here's an idea: Farming. For example, a person would buy some of a certain crop. The crop would grow in the cargo hold. This would work the same way that some commodities perish. Just set the perishing rate to negative and the crop would grow. This would let someone make money by just sitting there, but they can't make money faster than the crops grow. It would give ships with biodomes an RP purpose. Discuss.
No, the above situation is what is most likely to happen, and thats pretty much slot-saving, as you are most likely going to be doing nothing at all apart from just sitting in space. With a server thats full for 1/4 of the day, i dont think that would be a very helpful thing to have, as it would prevent people logging on who actually want to RP and interact with other players.
Also, the only ship with bio-domes right now is the Juggernaut.
just as long as doing this meant that you needed a constant supply of water, oxygen, and ferteliser in your hold, making it so you actually had to FARM instead of slot save.
' Wrote:just as long as doing this meant that you needed a constant supply of water, oxygen, and ferteliser in your hold, making it so you actually had to FARM instead of slot save.
even then, its still a massivly abusable idea.
water fertaliser,and CO2 not O2. plants produce oxygen,not use it up. But yeah it should take some effort.
if its meant to be an alternative way to make money...
- it could be some illegal substance so that lawfuls could also be involved
- it could start growing the more radiation the ship is flying into ( the more, the faster )
- the profit outstrips the radiation damage on a medium freighter - but still requires watching
- also works near sun radiation
that way - the player needs to be around and watching - and when he s doing it at a sun - everyone knows the spot and can react accordingly - so no hiding behind a remote rock.
all in all - its an ok way to make money, but when it takes too long its hardly a real alternative
Suppose the following. I buy some amount of "plants" and fly 40k in some random direction. Then I go do something else for x hours. I return, fly 40k back, sell most of it, lather rinse repeat. Chances are no one is going to find me in that time. Not only have I just made a profit for almost no work, I've done it without having to interact with anyone. It doesn't even matter if the original purchase point doesn't sell for much, there's still profit for no work and no interaction.
The reason you have to trade is not to drive you insane, but to drive interaction. Pirates go to where traders and miners are, and lawfuls go to where pirates are. Jinx wrote it up particularly well a few years ago.
This, however, does not drive interaction. Moneymaking is not just about profit/time. If it were, we'd have no qualms about making Harris routes. However, Harris routes aren't any fun. Nobody can stop you, it's just mindless drudgery with no risk and no interaction. That's bad. Long routes get you lots of money because they cause you to interact with people- pirates and lawfolk looking for smugglers. Mining is profitable because you are at high risk for running into pirates, who you will then interact with. These pirates, in turn, will attract the attention of lawfolk, and then everyone's got something to do.