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Full Version: Mining is too safe
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There are bases near mining zones(15k-20k of distance) that allow to sell ore 2500 - 3300 per unit. This is one of the fastest ways to gain money currently. You can get around 7 000 000 per trip which takes 8-10 minutes overall. Also incredibly safe.

I propose we cut those incomes by half in order to incentivize miners to sell ore on the other side of the Sirius. That will increase amount of interactions between players.
We just need to prevent POBs being placed closer than 20k from the center of mining field and that is it.
(11-21-2019, 05:01 PM)SnakThree Wrote: [ -> ]We just need to prevent POBs being placed closer than 20k from the center of mining field and that is it.

It's not enough. Currently a round trip consists of around 6-10 minutes of mining (depending on which ore you mine) and 2 minutes of flight (15k). Increasing it from 8 minutes to 8.6 minutes will not diminish profits of that "single player mining" strategy therefore it will still be there.
Individual pob owners set their own prices as they wish, with the goal of making most credits and being the safest. So it will be hard to convince them.

Also, changing the price on the pob has little effect on overall activity because bases fill up and need to be emptied by traders to take more ore, and run out of ore and need to be filled up by miners.

The best way to make things fair for pirates by forbidding bases too close to the field, without causing drama around players destroying POBs, is to make a rule against it as proposed here: https://discoverygc.com/forums/showthrea...tid=159051

However, don't expect to see the one line alteration of the already existing core-based rule that would fix these problems. This is about the 20th iteration of people bringing it up, and the same people who block progress will keep blocking it as long as they possibly can, just because they did it before and are too stubborn to ever change a thing.
People are risking 10-15 million per load of cargo for a 30 million profit at the end of the route, and the routes are all highly predictable with people generally not flying without escorts.

The only reason it's safe is because there's no one online to stop them, because there's more systems than players.
Remove shield, armour and weapons if you are looking for fresh and unsafe experience
(11-21-2019, 06:30 PM)Saronsen Wrote: [ -> ]The only reason it's safe is because there's no one online to stop them, because there's more systems than players.

More precise would be to say... more viable routes and mine-able systems than there are pirates. Empty systems that dont have anything to do in them dont spread out activity, apart from the occasional explorer. Additional fixes (as alternativ or addition to reducing the variety in profitable commodities and mining locations) would be this: https://discoverygc.com/forums/showthrea...tid=157354, as wll as moving existing commodities and ores onto fewer routes and locations. (4 possible measures in total, 5 with the rule about no pobs near mining fields. But as I said... the odds of more than 1 happening within a year time are near 0 with the current state of affairs)
I don't have a problem with individual miners. PoBs are no longer inside the fields, and you usually can approach the miner from the direction of the nearest base, effectively cutting off his retreat.
Edit: Of course, you can temporarily disable players' ability to dock to a PoB by triggering its shield. You should use that for piracy.

HOWEVER
In order to play pirate and have some encounters today I would likely have to switch characters like crazy to catch solo traders or miners all across the map.
Or be happy to catch 1 per hour. The one that didn't bother checking playerlist and didn't choose an alternative route.
Saronsen is right. Karlotta is right, as usual.

The number of availavbe commodities, profit routes and PoB supply routes is too big.

I hope it's getting fixed.
(11-21-2019, 06:57 PM)Sava Wrote: [ -> ]The number of ... profit routes ... is too big.

I agree.
Its a tough call. I've been mining to fill bases when empty, in a hegemon. I'll sometimes do 4-5 trips before taking a break or calling it quits. Over the last month of doing that a few times a week, I was pirated once. But I was easily exposed for long enough to be successfully pirated many times. Its hardest now for miners and traders to get on at the same time, so miners fill the bases, traders get the ore when they can. I've made a few hundred mil on the short run, but over the course of a month. Short run mining isn't exactly the fastest way to make profit.

But I never understood the big problem with POB's in or close to an ore field. Anytime I pirated like that I'd just CD the base first. I dont think that was ever declared against the rules, and I dont think it requires an attack declaration. Sometimes its about making them sweat even if you dont get paid. I've cornered a few ship trying to dock, even protected by weapons platforms. Heck I remember getting in close, using an asteroid to shield myself, and drawing the weapons fire into the hiding ship! Didnt take him out but almost (especially since he said he'd just play xbox while I kept the shield up).

Any ore field I can think of is in the ZOI of multiple factions with caps. There was a time that, use Dublin for example, if miners built a base right in the ore field, currently the Molly's and especially the GRE could come nip it in the bud. If the miners get away with it, that once meant a siege could be coming! Even Gaians could show up in cruisers to make a go at it while its vulnerable.

So as far As I'm concerned, ruling out building POB's in valuable areas is exactly why the server is kinda boring now. Its already an unwritten rule. So I know it can make it harder but with some imagination, its still doable. If it were me and I was determined to do something about it, I'd just make a capship for an appropriate faction, come back and attack, try to find others.

But really, just come back wkth a cloak, come up from an angle the players won't hear you when you get close, drop cloak and hit the base with a CD first. At the very least the miner is trapped right away and if they want to be left alone, still have the option to pay up!

Now that brings me back to WP's. Imagine if Weapons Platforms required the base having a small amount of munitions in order to respawn after being taken out? Eventually you could take them all out and work past that problem (I cant claim though it can be done but would be interesting). I'd also just increase WP strength to a million HP or so and make the whole thing about knocking out WP's first when sieges come. Sieges would be games of attack the WP's, rather than the bases, at least at first. So if someone builds a core 1 in an ore field, succeeds in building a shield, storage mod and one WP, it could be reasonably neutralized with by one or a few players. Plus, running ammo to besieged POB's to keep them stocked and able to replace WP's would also become a thing!
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