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POBs + Mining system = broken mechanic. - 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: POBs + Mining system = broken mechanic. (/showthread.php?tid=159287) |
RE: POBs + Mining system = broken mechanic. - Thyrzul - 03-21-2018 (03-21-2018, 11:27 AM)ronillon Wrote: Solution: Increase the price of POB deployment. Create a new high price commodity, that would be required for building POB. Make it cost 10-50M credits, that should decrease the spam significantly. I like this one. Make it 50mil, Core upgrades themselves are over 100mil each either way.
(EDIT: Currently PoB construction credit costs are just slightly above 1mil with basic maintenance up to 8mil HP, this calculation does not account for further maintenance past that though.) RE: POBs + Mining system = broken mechanic. - evanz - 03-21-2018 1 then 2, dont do 3 RE: POBs + Mining system = broken mechanic. - Antonio - 03-21-2018 All POBs should require a commodity costing 100 millions before deployment. RE: POBs + Mining system = broken mechanic. - ronillon - 03-21-2018 (03-21-2018, 11:34 AM)Thyrzul Wrote:Just some numbers for convenience:(03-21-2018, 11:27 AM)ronillon Wrote: Solution: Increase the price of POB deployment. Create a new high price commodity, that would be required for building POB. Make it cost 10-50M credits, that should decrease the spam significantly. To build a Core 1 POB and bring it to full HP of 8 millions, you need following (price depending on where you buy the stuff): Base Construction Platform ship = 3.400.090 SC Initial POB deployment = 202.500 SC Crew = 400.000 SC to 600.000 SC FOW = 51.600 SC to 1.186.000 SC Repair RA = 66.750 SC Total sum = 4.120.940 SC to 10.910.680 SC BUT only Initial POB deployment and Repair RA are consumed by building POB (269.250 SC), the rest you can use over and over again. So the actual cost is 270.000 SC for 4.5 days. And 67.000 SC for another 4.5 days. And 67.000 SC for another 4.5 days. RE: POBs + Mining system = broken mechanic. - Laura C. - 03-21-2018 (03-21-2018, 11:27 AM)ronillon Wrote: Spawning Core1 POB is dirty cheap: 202.500 S.C. and it lasts 10+ hours without ANY maintenance. While it provides docking point and protection. This is enough for one mining session, where you can make roughly 200-500M S.C. If you want to use word significantly, then the special commodity must cost 100-500 million. 10-50 million is literally a change these days, you can earn it in like an hour. And like you yourself calculated, even with 50 million per construction it still worth it to make expendable one day use base because you can make hundreds of millions during one mining session which easily cover the costs. EDIT: Unfortunately with high construction costs we are back at problem with POB dramas. If someone will invest lot of money from the beginning and then the base is destroyed just few days later, it will bring again a lot of negative feelings. RE: POBs + Mining system = broken mechanic. - Thyrzul - 03-21-2018 (03-21-2018, 12:15 PM)ronillon Wrote:(03-21-2018, 11:34 AM)Thyrzul Wrote:Just some numbers for convenience:(03-21-2018, 11:27 AM)ronillon Wrote: Solution: Increase the price of POB deployment. Create a new high price commodity, that would be required for building POB. Make it cost 10-50M credits, that should decrease the spam significantly. Commodity Reinforced Alloy Crew PlasFoam Conduits Industrial Hardware High Performance Alloy Optronic Arrays Heat Sinks Fusion Diodes Consumption (units) 353 400 140 140 140 50 50 30 Cost A (credits) 88 333 800 000 35 000 28 000 42 000 17 500 25 000 30 000 Cost B (credits) 114 833 820 000 536 200 201 600 120 400 136 750 66 500 124 650 Actual price can depend on many things, source distance is just one of them, how much you want to pay traders for transporting is another, and thus the price can vary throughout quite a wide range. If we throw all those factors away and consider only what's equal among all bases, the default commodity costs per unit multiplied by the required amount, we get the Cost A column, totalling costs at 1 065 833 Credits. If we consider the location a few of us in the Council decided to chose for a future project, we get the Cost B column, totalling costs at 2 120 933 Credits. Reinforced Alloy commodity requirement is calculated with the following equation: RA=100+(8000000-400000)/30000. My calculation does not include the consumed FOW during the process, but it shouldn't be difficult to calculate that, nor should affect these values too significantly. Either way, it's nowhere around Core upgrade module costs. RE: POBs + Mining system = broken mechanic. - Darkseid667 - 03-21-2018 I completely disagree with the notion that illegal POBs in the mining fields kill the interaction. Quite the oppsite, actually, from my plentiful experience. The fact that the law enforcers can't patrol the fields 24/7 as stated above should give away what the underlying problem really is. And try to find a miner or transport from morning to early afternoon on a workday at MET. From a RP perspective it would make much more sense to build short-lived, disposable POBs in the fields especially as a local unlawful faction which then should be provided with corresponding mining bonuses (mining bonuses really don't make much sense) and corresponding mining ships and selling points. I therefore +1 for change number 2. RE: POBs + Mining system = broken mechanic. - sindroms - 03-21-2018 (03-21-2018, 11:27 AM)ronillon Wrote: Regarding those pirates, like I said, I do not play one, but shouldnt they prey on haulers instead of miners? No matter where the mining POB is, or whether there is a POB at all, once the ore is mined, it needs to be hauled to sellpoint. That should be the place and time pirates should strike. Why should a miner be exempt from player interaction if it is not in their favor? Why should a miner be completely pvp safe? If you want that sort of gameplay, restart a rank <30 miner in Penny. This is like saying Outcasts should not pirate IMG in Tau 23, or Mollys shouldn't hit people in Dublin. That is pure nonsense. Furthermore, a miner with a POB in the field will never come under fire and thus will never be PVP-dead, since they can dock the moment a red contact appears 15k away from them. Attacking a POB in order to deny docking by raising the shield multiple times has been sanctioned before. RE: POBs + Mining system = broken mechanic. - sindroms - 03-21-2018 (03-21-2018, 12:43 PM)Darkseid667 Wrote: I completely disagree with the notion that illegal POBs in the mining fields kill the interaction. Quite the oppsite, actually, from my plentiful experience. The thread has nothing to do with roleplay laws. The thread is about putting a quickdok point inside a mining field. Ergo, the fix where Mining Ships were made undockable. RE: POBs + Mining system = broken mechanic. - ronillon - 03-21-2018 (03-21-2018, 12:36 PM)Laura C. Wrote:(03-21-2018, 11:27 AM)ronillon Wrote: Spawning Core1 POB is dirty cheap: 202.500 S.C. and it lasts 10+ hours without ANY maintenance. While it provides docking point and protection. This is enough for one mining session, where you can make roughly 200-500M S.C. Do not forget that POBs are not just for mining. The point is to make the cost reasonable. Less than 300k is not reasonable at all, nor is 10milion. But over 100M seems too much to me. Regular month maintenance RA+FOW for Core 2 is 110M, Core 1 is just a little cheaper because you need only 50% of FOW. |