POB Factor proposition - 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: POB Factor proposition (/showthread.php?tid=112227) |
POB Factor proposition - Caconym - 02-20-2014 So, I was thinking about PoBs earlier today, and I got an idea that may add another RP element to PoBs. You know how PoBs have factory modules that can produce equipment such as docking modules and JDs, right? Well, I've been thinking that PoBs with the right IFF (DSE for example, or Daumann, or EFL) could have factory modules that make "regular" equipment, such as class 8 weapons, armor, scanners, and mage for Ageira and such commodities like Gate parts or something, made out of cheaper commodities. What do you think? No flaming, please. RE: POB Factor proposition - Thexare - 02-20-2014 I don't like how your poll is phrased in such a way that opposition is portrayed as completely unreasonable, but I do like the actual idea. Would Freelancer POBs be able to at least produce civilian and generic equipment and common products in this idea? RE: POB Factor proposition - Curios - 02-20-2014 Build base next to sell point -> profit. No. RE: POB Factor proposition - Caconym - 02-20-2014 (02-20-2014, 07:30 AM)Thexare Wrote: I don't like how your poll is phrased in such a way that opposition is portrayed as completely unreasonable, but I do like the actual idea.The poll was an attempt at humor that has clearly failed, so I'll change it. Too bad. The Freelancer PoBs would indeed have civ equipment only. (02-20-2014, 07:30 AM)Curios Wrote: Build base next to sell point -> profit.Actually, no, not necessarily. As I said before, this would work like the current factory modules. You'd need to go get resources, which could be on the other side of Sirius, to make the things. For example, the Gate/Lane parts could require MOX, or something similar, and a commodity (can't remember off the top of my head) that is only available, say, in Bretonia, or somewhere deep in Liberty. A DSE/Ageira base, for example. You could also use ores, which could give them another use rather than just being sold at sell points. You just have to balance and choose the right commodities to make the things. tl;dr: Not a problem. RE: POB Factor proposition - Curios - 02-20-2014 Now imagine the amount of work for people who are trying to balance trading with this thing in mind. You need to calculate profits\sec\1unit for every single place the base can be built. This is simply unrealistic and not necessary even if it sound cool at first turn. RE: POB Factor proposition - Omega472 - 02-20-2014 Not really? I mean, correct me if I'm wrong, but most places where it'd be profitable to manufacture and sell simultaneously (mind you, running a base in the first place would pretty much be too big a time/money sink for this to be viable in the first place) are governed by a house of some kind. I'm fairly certain random bases popping up could be controlled by the official factions, be it friendlies trying to control the lolwuts on their territory or hostiles ruining their day. Balance remains the same as it always has, because POBs are already kind of on a separate economy anyways, having custom commods for development and what not. I still think bases should be restricted and not be allowed to just anyone who decides they want a base here here and there, but that's besides the point I guess RE: POB Factor proposition - Coin - 02-21-2014 the balance required would be horrendous. you'd need to have each factored item requiring unique ingredients, and to balance it out (to stop people building bases next to the sell points) they'd need to have five (one for each house) commodities to make each one. then, what if there is more than one tier? I mine helium and neon, and combine with water and hydrogen fuel and make mox, i then combine the mox with toxic waste and scrap metal, and make low temperature alloy, which i combine with plutonium and iridum to make high temperature alloy, which i combine with diamonds and gold to create ship hull panels. all of these ingredients cost next to nothing in the right places, but can be worth a bundle. tl:dr its a lot of work - well done for volunteering. RE: POB Factor proposition - Omega472 - 02-23-2014 With the time it would have taken you to assemble everything, you may as well have traded/mined and made profit the entire time you spent playing, rather than building up over such a long period of time for some different kind of profit. Furthermore, you are assuming all the ingredients would be placed near the sell point. You'd still need to fly about to collect the ingredients, and I would assume directly trading the commodities would bring you more profit for your time. Not to mention, you would actively have to supplement said base with commodities to keep it running, which would come out of profit as opposed to direct trading. But I digress. Not really my subject to be defended anyways (still think it's a neat idea though). RE: POB Factor proposition - Freeroamer - 02-24-2014 Flame Flame Flame Just Kidding RE: POB Factor proposition - Highland Laddie - 02-24-2014 I don't necessarily like the idea of PoB factory modules that can produce Commodities (other than perhaps taking raw mined materials and turning them into refined goods: gold ore -> gold bullion, etc.), but making PoBs able to produce Equipment, especially high end equipment like Cap armor upgrades, etc. would be interesting. |