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Full Version: Refined goods like ore
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Silver should cost more than Silver Ore.
Copper should cost more than Copper Ore.
etc., and for more than just ore.

An easy and balanced way to implement this is to add a fixed amount to the default sale price as well as the special ones on bases. Care would have to be taken to include routes accessible to poor people (maybe make trading oxygen/water viable?)

Example: If Superduperinium costs $100 on Base A and $1000 on Base B, while Superduperinium Ore sells for $8000 on Base C, simply add $8100 to the price of Superduperinium everywhere, so it now costs $8200 on Base A and $9100 on Base B.
Better solution: Have ore cost less, but also not need to be dragged to the other side of Sirius to be refined.
' Wrote:Better solution: Have ore cost less, but also not need to be dragged to the other side of Sirius to be refined.
Yeah
The higher the price of item, the bigger profit must be made to compensate the risk.

For example if you can make 1.000 SC profit per each unit of Commodity A, but you buy it at 1 SC and sell at 1.001 SC, the Commodity B that costs 500 SC should be solt for more than 1.500 SC.

Becaues while using 1.000 cargo space to transport Cpmmodity A you only have cargo of 1.000SC value.
But when you transport Commodity B with 1.000 cargo space, you already have cargo worth of 500.000 SC.

It basically should go with high risk - high profit, but current economy not really allows it.

So no, smelted/refined materials should be more expensive, but the sell price should be even higher than difference between "ore" and refined commodities.
Ingenious, your idea will result in buying cargo for trade runs equaling over 40 million.

It's for balance's sake, there really isn't any need to make a fuss about it. Consider it being like, 1 unit of ore can create something like 50 units of refined material, or something like that.
' Wrote:Ingenious, your idea will result in buying cargo for trade runs equaling over 40 million.

It's for balance's sake, there really isn't any need to make a fuss about it. Consider it being like, 1 unit of ore can create something like 50 units of refined material, or something like that.

Ok, that's fair, I suppose. I didn't think of that. But it'd really be the other way around in terms of volume.
Edit: Oh, and isn't that what happens with trade runs involving ore currently?
No.

There is (unfortunately) no actual connection between the ore commodity and the refined commodity, so balancing them relative to each other doesn't make any sense.

Also, your specific idea results in a pirate's payday. Not a good plan.

If there was some kind of complete economic model, where (for example) in order to take x units of gold from a station you would need to have dropped off y units of gold ore at some point, it would make sense. That would be the holy grail of Freelancer economics: have everything stem from some base commodities, and make ships/weapons only purchaseable if players provided all the materials to build them. Completely player-based economy.
' Wrote:have everything stem from some base commodities
Already working on it...
Never change something that works.

Balancing mining has caused a lot of turmoil that nobody wanted. Just leave it as it is because it is just fine as it is. Fine tuning is okay, but no complete changes.
By the way-- I like mining, but I don't like having to run past two blockades to a base with no logical use for ore to get paid for it. Is there any chance of getting more sell points closer to the mining location?
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