' Wrote:So am i just beign by suggesting that we leave the barge as is, but remove the ability to jump with it?
I don't know how often you jumptrade, so I'll have to assume the answer is never.
Right now jumptrading barges it's so unprofitable it's a joke. Even before the nerf I refused to jump barges simply because they required so much support and slowed down the process so much. You accomplish nothing by nerfing or removing completely the ability to jump barges.
Well yes you are right about that, did not realise this before i posted.
I am personally in favour of keeping something as massive whilst still being mobile. The fact that it has. Huge number of hitpoint is also appealing. Should we perhaps think about removing the shield or something?
Before the nerf the 2 man barge/jumper operation was 4-5 times more profitable then anything else on this server especially the gallic/omicron route.
2 experienced people using script for coords with 2 4k ships for fuel on both locations were able to make 700-800m per hour that leaves each of them with 350-400m for 1 hour if they jump loop twice, if you are really good and lucky with npcs 3 jump loops were also possible but the normal time was around 22-26 min per loop- around 13-16 min per jump with full unloading/loading fuel unloading by the jumper/fueler when the barge gets into pos,charging and jumping and this is when you play casual for fun without pushing the time.
Using other not so good routes the profits were around 200-300m per hour per person.
Even with the Nerf if the users use mk3 survey to jump 30k to the spot the barge trading is still more profitable then casual trading for 2 people it is may be on mining level.
I really like to see people that never tried things to give opinion.
I am personally for removing the existing barges till 4.87 and reverting back the old jump situation, then in 4.87 with new barge and new proper balanced system everything would be fine.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:Before the nerf the 2 man barge/jumper operation was 4-5 times more profitable then anything else on this server especially the gallic/omicron route.
2 experienced people using script for coords with 2 4k ships for fuel on both locations were able to make 700-800m per hour that leaves each of them with 350-400m for 1 hour if they jump loop twice, if you are really good and lucky with npcs 3 jump loops were also possible!
Using other not so good routes the profits were around 200-300m per hour per person.
Even with the Nerf if the users use mk3 survey to jump 30k to the spot the barge trading is still more profitable then casual trading for 2 people it is may be on mining level.
I really like to see people that never tried things to give opinion.
I am personally for removing the existing barges till 4.87 and reverting back the old jump situation, then in 4.87 with new barge and new proper balanced system everything would be fine.
Remember small stations are in the most cases the closest ones to fields, barge with docking restricted only to shipyards would be unbalanced. Not great problem for example for IMG or BMM (Aland/Southampton, only one jump away from mining systems, in case of IMG even in that same system), but e.g. DHC with Oder shipyard 2 jumps from O-7 or O-11, that would be just unfair.
Barge is already nerfed enough, leave it as it is.
The Informationcard of the Barge means, that it's nearly a mobile Factory.
My Thoughts are that it can use as a little base.
You can dock on it and use it as a Equipment and Ore Storage and so on.
The Barge can mount multiple (?) Docking Bays. If a pilot docked at the barge, he can sell Equipment and Goods. The sold Items are in the Inventory of the Barge. It works like the /shop Command in a Playerbase. You can set Prices and set what items should be tradeable. The Barge is only dockable if it flys 0.
The Barge can't use or have Nanobots or Bats.
Shield:
Regenerating the Shield takes X H-Fuel or Deutrum or Helium-3 or MOX of the Inventory.
Hull:
To repair the Hull, it takes X Ship Hull Panels (or something Other) out of the Inventory.
Jump Drive:
The Barge still needs a Jumper to use the Jump Drive. But there have to be XXXX Space Ship Crew in the Inventory. The Space Ship Crew uses X Food Rations, Water, Oxygen. It will only use it when the Jump Drive is Charging.
But the best of all Options is:
Keep selling them. I only saw 2 or 3 Barges in my full Discovery-Life, and I play often here. Just keep them how they are now.
I am of the opinion of "Leave it Be" for now. Considering we have a static economy, most players being indies or pick-up groups, and the fact that folks are going to get the money one way or the other, so it's a fairly moot factor as far as Disco Economics goes. There just aren't enough barges to matter.
I want a Barge. If I had one, I would probably RP it as a Consortium Mobile Shipyard/Fleet Support Station/Something. Playerbases are far more difficult to run then a Barge, and everyone and their mother wants to siege the nearest base, so it is no true replacement.
I personally would, if anything, make a set number on how many Barges should exist in the server at once. How many there are. And just maintain a fairly low number. (some would gradually disappear due to inactivity/deletions/etc)
How many Barges actually ARE there in active use at this point?
(08-19-2012, 02:34 PM)Govedo13 Wrote: Before the nerf the 2 man barge/jumper operation was 4-5 times more profitable then anything else on this server especially the gallic/omicron route.
2 experienced people using script for coords with 2 4k ships for fuel on both locations were able to make 700-800m per hour that leaves each of them with 350-400m for 1 hour if they jump loop twice, if you are really good and lucky with npcs 3 jump loops were also possible but the normal time was around 22-26 min per loop- around 13-16 min per jump with full unloading/loading fuel unloading by the jumper/fueler when the barge gets into pos,charging and jumping and this is when you play casual for fun without pushing the time.
Using other not so good routes the profits were around 200-300m per hour per person.
Even with the Nerf if the users use mk3 survey to jump 30k to the spot the barge trading is still more profitable then casual trading for 2 people it is may be on mining level.
I really like to see people that never tried things to give opinion.
I am personally for removing the existing barges till 4.87 and reverting back the old jump situation, then in 4.87 with new barge and new proper balanced system everything would be fine.
My final word as i saw more ingame and was really anoyed by 2 people who are doing this EVERY DAY.
Leave the barge as it is. Its nerved enough and now some have still actually fun flying it normally as it was intended.
For the ones who are abusing this as a Cash Cow, they agreed when getting the barge for a SRP request for getting this ship. Also abuse of this thing could result into the admins REMOVING the ship from your shipyard. So easy way to solve it. People who are abusing this ship in such a matter, get a sanction maybe first bastille the person in question as well as the "jumper" wich is also knowing of this and activaly willing to do powertrading with a barge wich is an RP tool rather then a powertrading tool!
Also these are the persons who mess it up for the others who want such a ship. and won't abuse it for powertrading
User was banned for: Permbanned
Time left: (Permanent)
Nope. There should be no possibility to abuse build in via game mechanics not via admins/sanctions etc. Development balance flaws are not admin job.
Barge is fun thing and should stay in game for sure. It is not this said people fault that there is loophole- everyone can use it. I used it too-got bored after 4 jumps, I am sure others do it on daily basis too, they are just changing their names.
People that need credits fast and have 9 bill to start such trade are welcome to do so actually. You need survey,2 Battleships, Barge, mk 4 jump device and 2 fuel ships. It is not that easy or cheap actually.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)