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Zentor's EconoBlog & Forum - Printable Version

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RE: Zentor's EconoBlog & Forum - Zentor - 11-18-2022




RE: Zentor's EconoBlog & Forum - Czechmate - 11-18-2022

Can we have this - gimme, I have listened to all of these, and rumors writing got me extremely excited!


RE: Zentor's EconoBlog & Forum - Xenon - 11-18-2022

[Image: its-happening-friday-1.gif]


RE: Zentor's EconoBlog & Forum - Kauket - 11-18-2022

Can you write text notes for those of hard hearing + easier comprehension + tldr?


RE: Zentor's EconoBlog & Forum - MeisterHaku - 11-18-2022

I love the idea of further and futher refined goods. Can't wait to see it go live.


RE: Zentor's EconoBlog & Forum - Zentor - 11-19-2022

(11-18-2022, 08:43 PM)Kauket Wrote: Can you write text notes for those of hard hearing + easier comprehension + tldr?

My bad, I know you mentioned that before, I'll work on that.


RE: Zentor's EconoBlog & Forum - LuckyOne - 11-20-2022

Zentor, you do fine work, and I love the freshness this will bring to the mod! Keep on rocking it, man! Wink


With that said, a couple of words of friendly advice / caution. I know I promised to write up something ages ago, but better late than never, eh.



POB deployment


Please, be very careful with making POBs easily spammable. Yes, the current deployment system was a bit of a chore and needed some running around each time you wanted to set up a new base, but it was also quite a decent way to ensure not too many bases are spammed in too short of a time / too small of a space.

It's always awkward finding out a how a feature that was supposed to do good gets turned onto its' head by the more notorious members of the community.



About refineries...


The idea of refineries as they are currently implemented seems quite interesting, but I'd also be vary of making the refining process take just the raw ore, as this could lead to more mass mining and giant clouds of floaty ores, which we also know are not a good thing for the server.

A good compromise would be to have the recipes take one common, more expensive commodity that ensures the base can function normally (such as fuel) and one relatively cheap good that can act as a sort of "catalyst", that would be slowly consumed by the refining process.

This would ensure that the miners don't need to just repetitively run the field to storage base route, but they'd have to periodically switch to hauling the ore away and bringing in new fuel and new materials needed for the refining to work, thus clearing up all the leftover floating ores.

It would also offer an interesting tactical choice, do you keep your refinery going to get more credits and risk running out of fuel, and thus shielding for the base itself? Or do you stop the factory until the crisis is over ?



Crime doesn't pay... or does it ?


As for the "shady" side of POB business. Instead of a back room storage with the good stuff, think more about designing an actual unlawful economy that would focus on having refineries and factories for the "unlawful ores" (space weed farm or space meth lab, anyone ? Cool ).

The unlawful factories would need to work the opposite way compared to ore refining, instead of decreasing the amount of commodities produced by the refining you would increase it. Think of drug dealers mixing flour and baking powder into the blow to make a small amount more profitable to sell.

Meaning the closer you build your unlawful refinery to the sell point, the more profitable it will be. But also more likely to get discovered by lawful patrols, and more chance for the law to intercept you or shut your place down, as you'd be making the run between the POB and the planet a lot. At the same time you'd go for the long haul to get your primary commodities from far away places just occasionally.

This would of course need to be balanced by having the setup costs for such an unlawful factory significantly higher, a risky business, some would say, but with great potential profits.

Whereas you'd build your ore refinery as close to the mining zone as possible, which would of course increase the chance of you getting pirated while mining / hauling stuff to or away from the base.

An actual unlawful economy would be a boon for all the police and intel factions to go around snooping for possible perpetrators that built an illegal factory on their installation. And also the Military factions that would finally get to use their big guns in sieges for gameplay reasons, not just OORP hate.


RE: Zentor's EconoBlog & Forum - Leo - 11-20-2022

(11-20-2022, 12:37 AM)LuckyOne Wrote: POB deployment


Please, be very careful with making POBs easily spammable. Yes, the current deployment system was a bit of a chore and needed some running around each time you wanted to set up a new base, but it was also quite a decent way to ensure not too many bases are spammed in too short of a time / too small of a space.

It's always awkward finding out a how a feature that was supposed to do good gets turned onto its' head by the more notorious members of the community.

Agreed. Full stop. Too many bases, even if they fall apart quickly, it's still annoying.



(11-20-2022, 12:37 AM)LuckyOne Wrote: About refineries...


The idea of refineries as they are currently implemented seems quite interesting, but I'd also be vary of making the refining process take just the raw ore, as this could lead to more mass mining and giant clouds of floaty ores, which we also know are not a good thing for the server.

A good compromise would be to have the recipes take one common, more expensive commodity that ensures the base can function normally (such as fuel) and one relatively cheap good that can act as a sort of "catalyst", that would be slowly consumed by the refining process.

This would ensure that the miners don't need to just repetitively run the field to storage base route, but they'd have to periodically switch to hauling the ore away and bringing in new fuel and new materials needed for the refining to work, thus clearing up all the leftover floating ores.

It would also offer an interesting tactical choice, do you keep your refinery going to get more credits and risk running out of fuel, and thus shielding for the base itself? Or do you stop the factory until the crisis is over ?

This is one of your suggestions that I disagree with. I don't know what you're meaning by "floating ores" but making something like this more difficult will only lead it to being DOA (dead on arrival). The fact that much of Discovery is still technically designed with a larger player base in mind, this will only add to the tedium of the refineries and will probably lead people to not bother with it.

Also, be careful about the "Star Citizen" trap (I realize calling it that is probably subjective, but the premise is there). What I mean by that is referring to making something seem more "real" such as fuel and the like. A lot of people want to just have fun here and make credits in game. Adding too much "realism" to the game can lead to people looking elsewhere for another fix of fantasy if you catch my meaning.



(11-20-2022, 12:37 AM)LuckyOne Wrote: Crime doesn't pay... or does it ?


As for the "shady" side of POB business. Instead of a back room storage with the good stuff, think more about designing an actual unlawful economy that would focus on having refineries and factories for the "unlawful ores" (space weed farm or space meth lab, anyone ? Cool ).

The unlawful factories would need to work the opposite way compared to ore refining, instead of decreasing the amount of commodities produced by the refining you would increase it. Think of drug dealers mixing flour and baking powder into the blow to make a small amount more profitable to sell.

Meaning the closer you build your unlawful refinery to the sell point, the more profitable it will be. But also more likely to get discovered by lawful patrols, and more chance for the law to intercept you or shut your place down, as you'd be making the run between the POB and the planet a lot. At the same time you'd go for the long haul to get your primary commodities from far away places just occasionally.

This would of course need to be balanced by having the setup costs for such an unlawful factory significantly higher, a risky business, some would say, but with great potential profits.

Whereas you'd build your ore refinery as close to the mining zone as possible, which would of course increase the chance of you getting pirated while mining / hauling stuff to or away from the base.

An actual unlawful economy would be a boon for all the police and intel factions to go around snooping for possible perpetrators that built an illegal factory on their installation. And also the Military factions that would finally get to use their big guns in sieges for gameplay reasons, not just OORP hate.

Interesting premise. I like the idea of running a drug lab of some kind combined with the "back room storage" where the good stuff is. As long as it's hidden from the law and they lack the password to see what's behind the front, all they have is suspicions. You could even "close down" for a couple of days and remove the password so no one can use it to buy stuff if you're being watched by the law. Give it a few days until everything blows over and then reopen the market for purchases.

I like your thoughts and suggestions, except for the Refinery suggestion. Possibly give us more insight into what you meant by "floating ore"?

~Leo


RE: Zentor's EconoBlog & Forum - Czechmate - 11-20-2022

Illegal commod refineries should be a given, don't forget how much that would help quasi lawfuls especially - their PoBs cannot be sieged by house lawfuls outside of house space, so that rule system would finally actually promote activity.


To spam - it should be easy to make a base, they will die drastically faster unattended and core ones will be easier to take down.

Mass mining is good for sure for unlawfuls - sitting in place with clouds of money is a very easy target for activity - if people will mass mine and stay in the same area for hours that would be absolutely amazing


RE: Zentor's EconoBlog & Forum - Zentor - 11-20-2022

Thanks for the feedback gents.

POB Deployment:
Spamming bases is of course, undesired. Part of that is to be addressed by high up front cost of the single base component item eluded to in my most recent vid. So, we're seeking a happy middle ground where bases are easy to understand, approach, and know what you can do with them, but not necessarily spammable.

Refineries:
I've discussed with a few folks about needing a minor amount of another good in the ingredients list for Refinery operation and something certainly possible, but was thinking we'd give it a try vanilla at first, we can always tweak the recipe later to require something different or consume "power" (something I've been toying with on the side, but trying not to make bases to complicated too fast).

Also, I'm looking into options for reducing the hundreds of ore entities that float when a miner goes balls to the wall, to address the server strain. Either by making a system where the entities detect more identical entities nearby and combining into a single, or at least less entity crates, or other possible mechanics on the player side of the operation.

Illegal Goods/Economy
In my Refinery vid, I think I mentioned that I want to give factory modules to unlawfuls in the form of drug factories or drug dens, so this part is definitely being worked on to give a decent market share and market activities to these types of factions