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Full Version: Raw Ore to Ship Equipment, a Multistep / faction / POB possibility.
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Ok, I have been thinking about this particular subject for quite a while now though more so since the introduction of Player Owned Bases and their abilities to create ship equipment and such. There have also been other smaller reasons as for my now actually talking the time to make this thread, yet before I get to the main subject, let me make a small list that definitely will not include every mineable commodity in the game at the moment because Lazy.

In certain areas of the Sirius system, you can mine anything from Ice to Helium, Boron to Copper, Gas to Gold, and Radiation to Platinum just to name a few. now, in this vast Universe, the same rules apply to those that we currently use in Real life. if you want something, things need to be gathered in order to create it, from cooking ingredients to the various metal ores that make up our vehicles and such.

So, if we are able to mine such raw materials in game, why are we unable to process them into a sellable commodity other than its natural form? Think about it, if we someone were to set up a smelting factory POB designed to turn certain ores and such into useable materials for things like Base building or equipment parts for ships and such, wouldn't that give POB's a more worthwhile meaning than simple equipment factories and safe harbors?

Imagine a miner taking a few hours to fill a transport who would then stock up (Insert random smelting factory POB name here) in order to create a large batch of Industrial Materials, that are then transported to another POB that turns them into usable parts for base building or equipment construction. You would have a completely new system in game for player driven economy backed by the already set economy. there would be more interaction between different companies such as DSE , Ageria, Interspace Commerce, Universal Shipping Incorporated, Deep Space Engineering, the Gas Miners Guild, Dauman Heavy Industries and the Bretonian Miners Guild; just to name a few.

There would also be a reason for these bases in the field of piracy and such quasi Lawful and Unlawful faction types. The materials could be used to create ship armaments such as cannons, turrets, torpedoes and all manner of ship mounted weaponry. there would also be the ability to make money in a way different than that of stopping every trader a pirate sees and demanding money on the threat of death.

Can you imagine a Pirate actually stopping a trade ship and saying, "Oh, that's quite a nice bit of cargo you've got there friend, hows bout you drop it and turn round before I decide to take it from you forcefully? A pirate actually pirating for goods not to sell, but to use to help their own cause.

There are many possible ways this could be worked into existence on the server such as making new special POB only created commodities that would be used for making other commodities that would lead to weapon development, possible ship development, and who know what Role Play could spawn out of this mess of an idea.

I'll leave my Idea as that for a while, feel free to post your opinions, concerns, comments, and anything in between. Though, I would please like to ask that this thread NOT be used as yet another discussion on why POB's shouldn't exist or should be removed. I know I don't have the authority to keep that particular subject off this chat, but given that this isn't flood, I would hope that it would remain clear of this thread. This is specificly about the ideas of player created commodities and such via the usage of Player Owned Bases.

Safe Flying.
Not to say its a bad idea but:
1) I'd imagine more base grinding involved in this system? Which from experience it is hard to encourage people to help build unless they themselves want to help.
2) How much ore equivalent to the thing it makes? And then.... wouldn't you be losing money on just selling the raw ores in general besides making a commodity that is a fraction of the cost. And if so one could even argue it can give an advantage to mining factions as opposed to non-mining?
3) Wouldn't this just lengthen the time to create a base in general? It already takes a good amount of grinding time. To do it this way besides this system we have now just for the sake of RP realism is.... eh.....
4) This idea would majorly boost factions such as IMG and maybe DSE) that mine more than one commodity.
And even in those groups the moral to grind bases is .... well again.... eh.


thats my POV from experience i see around.
+1

Was thought about in a similar, but not so fine crafted version here :
http://discoverygc.com/forums/showthread...pid1557549

Balance could be based on commodity availability & sellpoints.

Have 5 components for example :
mine 1 ( 60 % of needed supplies )
trade 3 ( 3x 10 % )
get 1 not normaly available through piracy or negotioation ( final 10 % )


Definitively +1 here !
Im not saying its a bad idea but the practicality of it would need to be worked out.
I figured that if this were to be implemented, factions could see a boost in activity as well as once indie players now becoming official faction members for the benefits of using the POB's for trade, manufacturing, and such. This addition wouldn't lengthen the Base construction process either though it would give a hand up to certain factions that would otherwise be unable to readily obtain the materials needed for such a venture. Base building would still be done the same way its always been through purchasing commodities on NPC installations, while at the same time, a Faction POB that is set up as a manufacturing center could actually compete with the current NPC pricing as well as have a better location for possible clients.

Another possibility would be a small to moderate rework of the local NPC commodity prices given that the competition has a better location / prices. Then there is the service industry that could arise from this such as USI or IC solidifying claims on the mass transfer of processed goods and such to clients acting as the middle men for the transport portion of things. This would bring new and more then likely generous if not possibly dangerous activity to the server given the random Lane Hackers that catch wind of shipping manifests and time tables / routes that are then sold for a pretty Penny to certain less than lawful entities that would seek to disrupt the procedure entirely for their own gain.

Think about it. we already know the Lane Hackers have a program that enables them to inRP track and guesstimate the most likely routes and destinations for ships of any sorts. So say we have a Liberty Rogue friendly Lane Hacker that is looking to make a good amount of money; he/she figures out a regularly scheduled shipping route, with times, cargo manifests, and such, contacts his/her Rogue friend, and makes a mint on the information. Say the Rogue that purchases this information knows a Molly that's currently working on a secret base somewhere that are in dire need of supplies. The Rogue contacts their Molly friends ad tells them, "Ey, guess what I got muh hands on... you know 'at base of yers that you's tryin ta build. Well, I might'n just found ya a steada supply of some right fine supplies fer yah needs, sound interested, friend?"

The Mollies could very well be highly interested in this proposal, set up times when they can supply aid and cash for the raid operations, and bam, you've got yourself an impromptu event that comes out of the blue with no warning. I mean, Imagine it, you've got 2 USI Battle Transports (Because Bisons are cool *Adjusts bow tie*) with 2 VHF escorts riding shotgun.They leave the POB with cargo in tow, bound for wherever the client contract states, the LH would have already discovered and confirmed the route, the Rouges / Mollies would have the information, and the USI convoy would be none the wiser to the trouble that lay before them. The Rogues / Mollies would have prepared for this, they would have their own cargo haulers on standby to come and pick up the loot, they would have attack craft waiting, maybe a few VHF's and an SHF, with maybe a bomber or two holding a few systems away in case the Transports decide against giving up the goods and god knows what else

The USI convoy enters the system in which the trap is to be sprung, the Rogues / Mollies rush in and confront them, chatter ensues, possible curses and threats are exchanged, and 1 of 2 things happen. 1: the Trade ships drop the cargo and run with their tails stuck between their legs. Or 2: they decide to press their luck with a fight. Now, everyone knows that a simple Pirate raid on traders is NEVER simple, there can be all the planning in the world, but all it takes is one perfectly timed call to the Navy and an LABC or 3 later and spam has hit the fan. What was to be a simple raid now turns a small corner of Sirius into a short lived war zone. Who knows what would happen, the Pirates could get lucky and wipe the floor with the Navy and USI + escorts, or the Pirates could get dusted. There could be arrests made thus completely altering character story lines. There could be captures of lawfuls by the pirates that could later turn into hostage negotiations. Then there's the fall out from the whole debacle. The client that created the contract may now find himself in a different mindset on USI's safety or business ethics. Lines could be drawn, friendships lost, allegiances broken, and all manner of craziness that would never have been there had it not been for a simple commodity that needed to get from one Manufacturing POB to another.

There are many possibilities with this Idea and although I am pretty biased to look at mostly the good side of what could come from this Role Play wise, I still think that it could very well be a good thing. Who knows, maybe this would bring a complete turnabout in the way things are done in certain areas of the game.

Safe flying.
(09-20-2014, 05:24 AM)Siren Stone Wrote: [ -> ]
This addition wouldn't lengthen the Base construction process either though it would give a hand up to certain factions that would otherwise be unable to readily obtain the materials needed for such a venture.

So your saying.. that taking the time the mine, move from one base, then to another base, would take LESS time.... than just going to an NPC base and getting the stuff and going back...

..............................

And Your telling mee..... that certain factions cant obtain the materials needed?!?!?!?
-.-
Have you built a PoB before? Have you looked at locations to buy/sell?
Even if for some off reason you can't get it then just get an allied faction to do it for you. Its part of the RP required to apply for a blueprint.




also you lost me honestly at everything else tbh.... if you mean that making more commodities would mean increasing traders and then it increases pirates.... then.... erm....

* nOmnomnOm is a trader and sees on chat scanners there are a group of pirates ahead oh him. Goes other route/flies 20k above lanes.

The thing is there are already commodities that are worth a lot and are running under pirates noses and no one is giving a damn on the pirate's side about the value of the cargo. I should know. Been trying raise some cargo pirating activity myself that brings money for the unlawful side of things.

Mollies have had a base running for like ages too.... like I said its not hard... and creating a system to make commodities for free ... or making the commodities needed for base building exclusive to miners.... no.

big no no.

Miners already have a money advantage >.<


but thats my opinion
OK, maybe your not understanding me Nom's the bases would be able to produce commodities in GENERAL, not just base production supplies. I was using that as an example, there would also be the ability to produce materials and such for the production of ship equipment like shields and docking modules, heck, maybe even Armor Upgrades. You seem to be focusing on just the base supplies portion of the idea.

Doing this would enable factions to create commodities that would be available in places that would normally not see them. Can you imagine how much easier it would be to obtain Cryo cubes if a the Congress were to make a base in California to produce them. It would bring profit for the junkers, actual trade and activity to California, thus there would be something for the Rogues based out of Alcatraz to do such as camp the Junker base. This in turn could lead to relations becoming tense between the Congress and Rogues thus leading to more RP.

Yes, if a trader was flying in a system and spots a group of Pirates on long range, they could avoid by off planing, but this is just how things go no matter what is happening in game. My Pirate raid thing was simply a what if scenario, it was an example, try to look at the big picture and stop harping on mining factions that have a lot of money. Remember, it takes money to make money. there would still need to be things purchased, expensive things, that would be needed in the commodity creation process. I'm not saying that ALL commodities should be made create able, but it would bring activity to a field that currently does not have it.

A miner mines the raw material, a cooperate entity takes the raw materials and turns them into a basic production material. That same company or even another takes and turns it into a needed commodity. A trade faction transports said needed commodity from the factory to the client purchasing it. A Pirate faction intercepts the traders and takes it for themselves, the client then gets angry at the incompetence of the transport faction and spam hits the fan. "Anything that can go wrong, will go wrong." -Murphy's Law.

Of course, then there are the different circumstances that can completely alter every faucet of this process such as a base siege, the Navy's interception of the Raiding Party, war, and everything in between. "Murphy was an optimist" -O'tools Corollary-

This idea is NOT simply about base construction, besides, if one wanted, they could simply run to the nearest NPC base to purchase the materials, as I've said in both my previous posts.

Safe Flying