03-28-2010, 05:40 AM
Now, are we all acquainted with Ecological Pyramids?
If not, clicky linky. Thank you.
Now.
The very basis of Discovery is trading and (now) mining.
They're the Primary Producers of the Discovery Ecological/Economic pyramid.
They produce the credits in Discovery, as the Primary Producers of the Ecological Pyramid produce energy.
In fact, they're the sole producers of credits.
Somewhere at the Consumer level lay the pirates of Discovery, yes?
They don't produce their own money, but they take it off of traders - the same way Consumers take energy off of Producers in an ecosystem. They're quite obviously Consumers.
Now.
I should now that It's very interesting how we're always told to "get escorts" while trading or mining, because it's the only effective way to survive the pirates. That effectively halves the base of the pyramid - or worse - and reduces the money making groups into even smallers ones, or actually encourages more Consumers to take money off of the Producer level.
Why is this interesting?
This is done while the pirates are perfectly capable of pirating solo.
The Consumers are the ones who do not need to team up, against the Producers who do.
A pirate can very effectively pirate by himself, alone - but traders essentially have to get escorts. Piracy is at pandemic levels nowadays, and nobody really wonders why. But.. why is it? Trading is hard. Traders move to piracy. It is a self-destructive, exponential growth function of the number of pirates - as pirates increase, traders decrease even faster.
Traders and miners, the source of all money, must team up together.
Pirates don't have to team up.
An inverted pyramid?
I'd think so, and I would hope anyone could.
Solution?
At bare minimum, make 5k transports the equivalent of cruisers with transport guns.
Two bombers could take that out easily enough. Maybe 5ks being even stronger is in order.
If you want to do a bit more, buff transport guns a bit more.
Give transports MORE guns, or actually make the armour the "armour > gun" house trains have worth something. Right now, the biggest producers are also the most vulnerable. They're supposed to have "more armour," but any trader can tell you that it doesn't begin to make up for the guns they've lost. This makes no sense at all.
Am I crazy?
Maybe.
I hope I'm at least slightly logical.
Because, y'know.
Inverted pyramids make no sense.
Why should we make the activity this mod is built on difficult?
If not, clicky linky. Thank you.
Now.
The very basis of Discovery is trading and (now) mining.
They're the Primary Producers of the Discovery Ecological/Economic pyramid.
They produce the credits in Discovery, as the Primary Producers of the Ecological Pyramid produce energy.
In fact, they're the sole producers of credits.
Somewhere at the Consumer level lay the pirates of Discovery, yes?
They don't produce their own money, but they take it off of traders - the same way Consumers take energy off of Producers in an ecosystem. They're quite obviously Consumers.
Now.
I should now that It's very interesting how we're always told to "get escorts" while trading or mining, because it's the only effective way to survive the pirates. That effectively halves the base of the pyramid - or worse - and reduces the money making groups into even smallers ones, or actually encourages more Consumers to take money off of the Producer level.
Why is this interesting?
This is done while the pirates are perfectly capable of pirating solo.
The Consumers are the ones who do not need to team up, against the Producers who do.
A pirate can very effectively pirate by himself, alone - but traders essentially have to get escorts. Piracy is at pandemic levels nowadays, and nobody really wonders why. But.. why is it? Trading is hard. Traders move to piracy. It is a self-destructive, exponential growth function of the number of pirates - as pirates increase, traders decrease even faster.
Traders and miners, the source of all money, must team up together.
Pirates don't have to team up.
An inverted pyramid?
I'd think so, and I would hope anyone could.
Solution?
At bare minimum, make 5k transports the equivalent of cruisers with transport guns.
Two bombers could take that out easily enough. Maybe 5ks being even stronger is in order.
If you want to do a bit more, buff transport guns a bit more.
Give transports MORE guns, or actually make the armour the "armour > gun" house trains have worth something. Right now, the biggest producers are also the most vulnerable. They're supposed to have "more armour," but any trader can tell you that it doesn't begin to make up for the guns they've lost. This makes no sense at all.
Am I crazy?
Maybe.
I hope I'm at least slightly logical.
Because, y'know.
Inverted pyramids make no sense.
Why should we make the activity this mod is built on difficult?