Discovery Economy Reformation - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Discovery Economy Reformation (/showthread.php?tid=37396) |
Discovery Economy Reformation - Blaze - 03-30-2010 Let there be a rule to restrict the amount of tax a pirate can take to about 2 mil until and unless the trader is pleased with the pirate's RP and is willing to pay more Discovery Economy Reformation - Capt. Henry Morgan - 03-30-2010 Ehh... we don't need more rules. Discovery Economy Reformation - n00bl3t - 03-30-2010 ' Wrote:Let there be a rule to restrict the amount of tax a pirate can take to about 2 mil until and unless the trader is pleased with the pirate's RP and is willing to pay more No, it should be capped at around five million for traders. (As long as trade routes are buffed as I suggested, if not, in the current situation, 2-3 million credits sounds about fine.) ' Wrote:Ehh... we don't need more rules. No, but we need to bring the one back about ridiculous demands. Discovery Economy Reformation - Capt. Henry Morgan - 03-30-2010 ' Wrote:No, but we need to bring the one back about ridiculous demands.You won't get any disagreement on that from me. Even when that rule was in place, though, we didn't have a hard and fast rule limiting how much you can demand, only that it couldn't be excessive. Discovery Economy Reformation - Reverend Del - 03-30-2010 Here's the rub, Admins have no control over the profitability of this mod, believe it or not. The only reason that we seem to is that one of the two people who work the mining mod is an Admin. The trade system is nothing to do with us at all. If you want change come up with a viable system, put the work into the trade routes that Xoria already has to come up with the current system. Despite profits being down, and I concur, they are, there are multiple ways to get those profits by trading, their are many routes out there, very many indeed. Mining matches trading in terms of profitability, and I know the mining mod is best set up to work in teams, but the simple fact is hardly anybody does. There's not many mining groups out there compared to individual miners silently powermining their way to something humongous. Fix that little issue and maybe, just maybe mining can become what it should be, equal profit per person compared to trading. Rather than equal profit per group compared to trading. Discovery Economy Reformation - Saronsen - 03-30-2010 My problem is that I like having my characters having multiple ships, but half of the time, I don't have the money to fund them. At one point, Saronsen had nine or ten ships to his name. I want Battleships, yes. They're fun to roleplay in. But I also want Liners, which are bloody expensive, I want Cruisers, I want bombers and fighters and gunboats. Whenever I come up with an idea for a character, I usually trash it because I don't have the money to fund it, and I can't be bothered to go dodging torpedos to make a bit of change. I'm not asking for 100 million an hour profits, but bumping them up would be so much nicer than what they are now. And there's still no Mining in Liberty at all. Discovery Economy Reformation - Blaze - 03-31-2010 What if we reduce the price of every bomber and every fighter and their equipment by half then we will be able to buy them more often Discovery Economy Reformation - n00bl3t - 03-31-2010 ' Wrote:Here's the rub, Admins have no control over the profitability of this mod, believe it or not. The only reason that we seem to is that one of the two people who work the mining mod is an Admin. The trade system is nothing to do with us at all. If you want change come up with a viable system, put the work into the trade routes that Xoria already has to come up with the current system. Despite profits being down, and I concur, they are, there are multiple ways to get those profits by trading, their are many routes out there, very many indeed. Mining matches trading in terms of profitability, and I know the mining mod is best set up to work in teams, but the simple fact is hardly anybody does. There's not many mining groups out there compared to individual miners silently powermining their way to something humongous. Fix that little issue and maybe, just maybe mining can become what it should be, equal profit per person compared to trading. Rather than equal profit per group compared to trading. I have suggested a viable solution to the trade routes. Raise sell prices on each commodity, by 200%. No need to re-balance or make new routes, just buff all the ones out there. Is there any problem with this particular suggestion Del? Discovery Economy Reformation - Blaze - 03-31-2010 ' Wrote:I have suggested a viable solution to the trade routes. Raise sell prices on each commodity, by 200%. No need to re-balance or make new routes, just buff all the ones out there. Yes that should do it. But maybe Xoria should see this too as she is the one writes the trade routes Discovery Economy Reformation - DecnoTecno - 03-31-2010 I am knew and I dont know if this has been suggested before, or determined if it is possible but what if the sale prices fluctuated based on supply and demand. That way there could be very high profit/time, but also you would keep traders moving around Sirius so that pirates would have more than enough opportunities. As people have stated that trading is mundane so if they have to constantly change where they are going it might add a lot of excitement. This could also somewhat limit power traders since they couldnt just do the same run while watching TV or reading a book. |