06-22-2009, 11:51 PM
//The other night as part of a diplomatic initiative, the barge delivered 25,000 slaves to Malta. There was a wide array of Outcasts there and needless to say, 25,000 free slaves given right at the planet moor was pretty exciting and welcome.So I wanted to point out one of the potential impacts of the barge--the ability to actually bring trade leverage into the game.
Flying the barge is time consuming, frustrating and tedious. You have to actually want and like it to be able to put up with it. I think the majority of players will say, "Meh" and walk away an hour after flying one--though some will adapt quickly. So we have the possibility of multiple barges flying about. On the down side, there will be the opportunistic "power trader" (I don't care for the term but I'll use it to make the point). The worst case scenario here is the one who silently plods 14 hours a day to amass billions to finance his import power playing friends.
Most of the barge routes are not any faster (usually slower) than a regular run. For example, in dense rocks, I average 1km per minute of speed. Docking a rocky field system gate near a close gate lane can take 10 minutes or longer if a lot of NPCs populate the system near the gate. Some bases are difficult to dock and can take upwards of ten minutes to finally complete. Missed jump hole and system gate docking attempts leave you stuck in cut scenes and require an F1 to clear (eventually you time out if you don't and a minimum of a minute is wasted waiting to come back). It takes three minutes charge to reach cruise and speed is reduced to 18kps (from the usually brisk 25, hehe) while you do so. Cruise speed tops at 264kps and your cruise can be disrupted as easily as a Rhino. Enemy and friendly NPCs have a tendency to fly toward you and "drift about"--colliding and throwing you off course. Breakable components of NPCs, mined ore or jettisoned commodities can 'stick" to your ship and pivot you like a lever or freeze you in place at no more than a crawl.
All that said, a few routes can probably be found where a repeated, robotic circuit can make cash fast. I think in time those will be identified and then they can be interdicted by hostile players. The frequent lane disruptions make it hard to "pull a fast one" as do all the things I detailed above. So on the whole I think the big impact will be a few "regular" players who actually have in RP routes and activities going--and these are the ones who can impact RP.
Hardly make any profit as a merc because the pay is low and the time great to escort. But imagine a barge captain offering a percent of the payload. Now imagine he is delivering it to a faction that eagerly awaits the infusion of cash when he arrives and distributes it. Suddenly, it IS worth escorting and protecting the thing. Or imagine the Outcasts getting snippy and telling the Junkers--"Shove off". The Junkers shrug and say, "Fine...no more barges of slaves for you." or tell the Corsairs, "No more supplies", etc. Factions that just don't care to make the effort to work in RP can suddenly get an incentive to do so. I had tried to approach the GC and got pretty psychotic and hostile responses on the whole. I cut a deal with a Dragon group and as soon as I was done they tried to hijack the cargo. Now let's say I bring another attempt at diplomacy and the same occurs..."Fine, kiss future shipments here goodbye--cya."
The barge actually brings real economic diplomacy into the game--something we mainly had to "pretend" at before. The same can be done with convoys by legal shippers--say guarantee so many runs and if the profit is at a certain level you pay a bonus to the faction who's base its being delivered to...or to the escorting faction--you get the idea. The barge has a tremendous impact because one shipment can have a huge impact and is enough profit to cover multiple players being involved.
Now Corsairs and Outcasts and the like can get their own barges but they have hostiles to contend with an players who will eagerly wish to intercept them--not to mention all the time away from fighters and bombers and cap ships required. More fun for them to protect the barges and get paid than to make the runs themselves and simply become slow traders. lot of potential.
My current recommendation? Drop the resale price of the barge to ONE CREDIT. This will make people think twice about getting one and can only help cut back on "barge spam" (which might not even happen). We might even have a day where "barge convoys occur". barge captains could lease their ships--lots of opportunities. Throw in on top of this the simple imaginative Rps you can do with them and you have a pretty good potential here.
I'm asking for some destructible cargo pods to be added to the barge to provide even more RP options. Intercepts in matches or arranged fights could be set up with parameters like, "There are passengers/hostages aboard--destroy the cargo pods but not the vessel. If successful, then the specified cargo would have to be given away. Or say, "If all cargo pods are destroyed the barge can no longer move"...whatever you can imagine.
So hopefully this will help advertise what can be done (as well as warn about some of the cons). Comments welcome.
Flying the barge is time consuming, frustrating and tedious. You have to actually want and like it to be able to put up with it. I think the majority of players will say, "Meh" and walk away an hour after flying one--though some will adapt quickly. So we have the possibility of multiple barges flying about. On the down side, there will be the opportunistic "power trader" (I don't care for the term but I'll use it to make the point). The worst case scenario here is the one who silently plods 14 hours a day to amass billions to finance his import power playing friends.
Most of the barge routes are not any faster (usually slower) than a regular run. For example, in dense rocks, I average 1km per minute of speed. Docking a rocky field system gate near a close gate lane can take 10 minutes or longer if a lot of NPCs populate the system near the gate. Some bases are difficult to dock and can take upwards of ten minutes to finally complete. Missed jump hole and system gate docking attempts leave you stuck in cut scenes and require an F1 to clear (eventually you time out if you don't and a minimum of a minute is wasted waiting to come back). It takes three minutes charge to reach cruise and speed is reduced to 18kps (from the usually brisk 25, hehe) while you do so. Cruise speed tops at 264kps and your cruise can be disrupted as easily as a Rhino. Enemy and friendly NPCs have a tendency to fly toward you and "drift about"--colliding and throwing you off course. Breakable components of NPCs, mined ore or jettisoned commodities can 'stick" to your ship and pivot you like a lever or freeze you in place at no more than a crawl.
All that said, a few routes can probably be found where a repeated, robotic circuit can make cash fast. I think in time those will be identified and then they can be interdicted by hostile players. The frequent lane disruptions make it hard to "pull a fast one" as do all the things I detailed above. So on the whole I think the big impact will be a few "regular" players who actually have in RP routes and activities going--and these are the ones who can impact RP.
Hardly make any profit as a merc because the pay is low and the time great to escort. But imagine a barge captain offering a percent of the payload. Now imagine he is delivering it to a faction that eagerly awaits the infusion of cash when he arrives and distributes it. Suddenly, it IS worth escorting and protecting the thing. Or imagine the Outcasts getting snippy and telling the Junkers--"Shove off". The Junkers shrug and say, "Fine...no more barges of slaves for you." or tell the Corsairs, "No more supplies", etc. Factions that just don't care to make the effort to work in RP can suddenly get an incentive to do so. I had tried to approach the GC and got pretty psychotic and hostile responses on the whole. I cut a deal with a Dragon group and as soon as I was done they tried to hijack the cargo. Now let's say I bring another attempt at diplomacy and the same occurs..."Fine, kiss future shipments here goodbye--cya."
The barge actually brings real economic diplomacy into the game--something we mainly had to "pretend" at before. The same can be done with convoys by legal shippers--say guarantee so many runs and if the profit is at a certain level you pay a bonus to the faction who's base its being delivered to...or to the escorting faction--you get the idea. The barge has a tremendous impact because one shipment can have a huge impact and is enough profit to cover multiple players being involved.
Now Corsairs and Outcasts and the like can get their own barges but they have hostiles to contend with an players who will eagerly wish to intercept them--not to mention all the time away from fighters and bombers and cap ships required. More fun for them to protect the barges and get paid than to make the runs themselves and simply become slow traders. lot of potential.
My current recommendation? Drop the resale price of the barge to ONE CREDIT. This will make people think twice about getting one and can only help cut back on "barge spam" (which might not even happen). We might even have a day where "barge convoys occur". barge captains could lease their ships--lots of opportunities. Throw in on top of this the simple imaginative Rps you can do with them and you have a pretty good potential here.
I'm asking for some destructible cargo pods to be added to the barge to provide even more RP options. Intercepts in matches or arranged fights could be set up with parameters like, "There are passengers/hostages aboard--destroy the cargo pods but not the vessel. If successful, then the specified cargo would have to be given away. Or say, "If all cargo pods are destroyed the barge can no longer move"...whatever you can imagine.
So hopefully this will help advertise what can be done (as well as warn about some of the cons). Comments welcome.