(08-26-2014, 03:12 PM)Highland Laddie Wrote: Just give ALG a very good Toxic Waste run (or Plutonium or some kind of hazardous material bonus) to balance their options vs Scrap Mining and that would help solve any inequality issues.
(08-26-2014, 03:12 PM)Highland Laddie Wrote: Just give ALG a very good Toxic Waste run (or Plutonium or some kind of hazardous material bonus) to balance their options vs Scrap Mining and that would help solve any inequality issues.
(08-26-2014, 03:12 PM)Highland Laddie Wrote: Just give ALG a very good Toxic Waste run (or Plutonium or some kind of hazardous material bonus) to balance their options vs Scrap Mining and that would help solve any inequality issues.
I'm just going to go ahead here and say NO.
Yes, making Toxic Waste actually profitable as a regular commodity would be really nice, and fixing Toxic Waste mining and making it actually viable would be even better, but I've given up on that.
Nobody cares about Toxic Waste except us, so I don't expect that to ever be fixed. AD told me in [checking] late October '13 that it "wasn't a priority" to fix Toxic Waste, and I doubt it ever will be.
So ALG has essentially given up on what's supposed to be our main RP commodity, and because of that we can focus on scrap metal, our second most important RP commodity, which incidentally has also been broken forever.
And as much as I like the idea of some waste-related activity being profitable, I don't want it to be at the cost of scrap metal, because ALG lore going back to vanilla declares scrap as a major part of our business. It is a type of waste after all, and we collect that sort of thing.
I'd much rather have scrap metal properly balanced as a mining commodity than having some quick fix done to Toxic Waste which, looking at other quick "fixes", including but not limited to this latest balancing disaster with scrap, would likely do more harm than good.
(08-28-2014, 12:56 AM)Karst Wrote: I'm just going to go ahead here and say NO.
Yes, making Toxic Waste actually profitable as a regular commodity would be really nice, and fixing Toxic Waste mining and making it actually viable would be even better, but I've given up on that.
Nobody cares about Toxic Waste except us, so I don't expect that to ever be fixed. AD told me in [checking] late October '13 that it "wasn't a priority" to fix Toxic Waste, and I doubt it ever will be.
So ALG has essentially given up on what's supposed to be our main RP commodity, and because of that we can focus on scrap metal, our second most important RP commodity, which incidentally has also been broken forever.
And as much as I like the idea of some waste-related activity being profitable, I don't want it to be at the cost of scrap metal, because ALG lore going back to vanilla declares scrap as a major part of our business. It is a type of waste after all, and we collect that sort of thing.
I'd much rather have scrap metal properly balanced as a mining commodity than having some quick fix done to Toxic Waste which, looking at other quick "fixes", including but not limited to this latest balancing disaster with scrap, would likely do more harm than good.
To make scrap metal and toxic waste valuable mining commodities on par with gold ore, you would have to make them as or more expensive than cardamine and artifacts, which makes no sense inrp or out of rp.
Oorp, smuggling makes less money than mining ore, meaning there is no oorp incentive to smuggle. In rp, cardamine and artifacts are rare, valuable commodities, not like common scrap metal which fills every field or toxic waste which fills fields and is by definition waste and not useful directly on its own.
A run for useful products extracted from toxic waste would make sense in rp, as would a run for spacecraft-grade metal alloys, but cardamine and artifacts should still be worth more, at least, in rp or oorp, because they must be carried so far through hostile territory to reach their recipients.
Liberty and Rheinland are at war. As far as I am aware, Toxic Waste is very cheap in Liberty, but the main place to dump that is Sun (as written in description) and ALG bases. So, what? Is Toxic Waste a very very weird item for smuggling now, huh?
I never said make Toxic Waste the same as Gold Ore, but I'm sure you could add 1-2 sellpoints where it'll sell somewhere in the 4-6k/ea range. That gives ALG a decent route without.breaking into anyone's mining prices.
That's nowhere near the cluster-cuss Premium Scrap prices have been the past 4 months.
I find it funny that lowering the price has caused more outrage than the post where the prices were raised.
On that note I am still turning a decent profit running to gamma as a junker, and with this price change I now have more company, hopefully this change will cause some Corsair groups to be formed in much the same manner that lead to the creation and revival of the various Outcast factions