Changing the basic value will affect all values multiplying...
X=100 - commodity for 100 basic price.
base, where you buy the commodity:
buyprice: 0,9 => 90 credits
base, where you sell the commodity:
sellprice: 10,0 => 1000 credits
profit: 1000-90=910 credits/unit
Changed prices:
X=1000
buyprice: 0,9 => 900
sellprice: 10,0 => 10000
profit: 10000-900=9100 credits/unit
I know you had different idea with changing the prices, but as far as I know about the commodities (Unfortunately only the basics), changing them differently is impossible (or at least too complex). This is the only way to change the prices.
I would suggest entirely new commodities with mineable fields in empty systems like Orkney or the Omicrons around Gamma....
Or some other commodities... Deuterium for example...
But all of them without any bases selling them nearby.
if u do it only on few places, it will make ALL miners mine there, bringing hordes of pirates there, and populating those systems with many players while others remain empty...
keep current relations between commodities (example: niob drops 6, and water 20) but raise the amount of dropped commodities (example: niob 30, water 100)...
we need to make few tests of that to make most expensive commodity (and the one that gives the smallest amount of loot) able to fill up a adv.train in 20 minutes...
' Wrote:make mineing more profitable sounds very good, how about makeking the drop chance 100% for ea rock, noibium,diamonds,gold,silver, and 50% on artifacts they should be harder to get. they should drop 10 more ea rock, and maybe increasing the price with 250 or 500 credits, 1k is to to much
i like my idea better:)
just think about geting pirte... now the pirates just about 1-2mil, but if u are in an avd.train (5000 cargo) diamonds now cost 396 in NB but with the new price 1396 full cargo cost 6980k what would stop pirates from asking for like 5mil and the proft is is about 5mil but if u dont pay i loss 6980k, if u change the items price iam going to stop tradeing and do more pirates.....
i dont like the idea about 1000 credits + to all trade commodities
' Wrote:Changing the basic value will affect all values multiplying...
X=100 - commodity for 100 basic price.
base, where you buy the commodity:
buyprice: 0,9 => 90 credits
base, where you sell the commodity:
sellprice: 10,0 => 1000 credits
profit: 1000-90=910 credits/unit
Changed prices:
X=1000
buyprice: 0,9 => 900
sellprice: 10,0 => 10000
profit: 10000-900=9100 credits/unit
I know you had different idea with changing the prices, but as far as I know about the commodities (Unfortunately only the basics), changing them differently is impossible (or at least too complex). This is the only way to change the prices.
I would suggest entirely new commodities with mineable fields in empty systems like Orkney or the Omicrons around Gamma....
Or some other commodities... Deuterium for example...
But all of them without any bases selling them nearby.
hehe mining deuterium hehe lol, man do u know that deuterrium is
out of 5000 liters i can get like 0,5-1 liter of deuterium
' Wrote:It's very hard to explain anything when I already used all known ways to explain thing. I'll repeat. If you add 1000 to base unit price of any mineable commodity, the trade routes that involve this commodity will become far more profitable than before, leaving back both mining and all other trade routes currently available.
Doing such thing would require total revamp of trade multipliers from market_commodities.ini, and I'm afraid I'm not ready to review each of the 3500 lines of this file to change necessary multipliers.
Gotcha. That sucks. Kills my whole idea.
' Wrote:Only viable solution to mining problem would be increasing number of commodities that can be mined from one asteroid in certain mineable areas. Question is, where? What areas are most suitable for mining, being both not too harsh for traders and not too close to good selling locations?
And what if you just, make some commoduties ONLY mining and sell, and some ONLY buy, and sell?
- =CR=Chacon[Colonial], - LPI-W.Hemmeryckx[RO] , - Tempo[Xeno], - Ibanez[Pirate]http://www.youtube.com/watch?v=94f7FvIbJPY
A&L Guy Quote : When I am done with the system maintenance, and depending on how much beer I have consumed at that time, I MIGHT take a look at it. No promises though.
Gravedigging >>>
' Wrote:i never knew.... wo3dy was incharge of LSF stealth fleet...
Diamonds in Omega 11, they should be literally dropping into the hands of miners in the Von Rohe belt, as the infocard says that its full of them, and its a dangerous place to sit and mine, with the massive radiation and all.
The Cobalt, copper and other materials minable in Omega 7 would also be good for an increase...
As well as Niobium in Tau 23 (not 37), as the areas to mine are very small.
Silver in Colorado would be good to increase.
Artifacts (biasness...) perhaps aswell, in the Malvada cloud, because there are a lot of hostiles there such as nomads, corsairs (for those illegally mining) and bounty hunters (for the Corsairs mining).
Gold in Dublin, needs to be upped, but the most profitable place to mine needs to be the molly field where Arranmore is.
Also, is there any way to make H-Fuel minable in the sigma's? Like little blocks of ice which are actually frozen hydrogen, if at all possible.
Alien organisms in omi beta and theta. If Ruiz and the zoner bases stopped selling them while Cambridge started buying them at some 3000 bucks, it would be a killer.