Also, Congress has been caught so many times already.
Flash didn't eat dinner that night.
.
.
.
(smoke).
Proudly, I can say that's one of the 2 or so times we've been caught and evidence has reached the forums
And still, we haven't suffered RP consequences (nerd)
Also, Congress has been caught so many times already.
Flash didn't eat dinner that night.
.
.
.
(smoke).
Proudly, I can say that's one of the 2 or so times we've been caught and evidence has reached the forums
And still, we haven't suffered RP consequences (nerd)
I remember being caught with artifacts and not being a jackass and running away. Ageira~ made me their slave for two hours and I had to RP along :\
Also, I don't think that the evidence has reached the forums once, inRP.
I always thought there should be more IRP balancing of the economy regarding junk gathering, trading, mining, and smuggling:
Junk gathering: Best way to make money when you're poor and starting out. Cheap ships that make best profit with nearby sell points. Kind of what the helium mining in Penn is now, just make it equally profitable in the 4 capital systems, cause that'S where one would find the junk. Since the junkers are semi-lawful, it will allow noobs to get shot less (unless they misbehave), and get to know people both sides of the law to get a wider idea of RP possibilities than "I protect lawful miners/traders with my LN carrier because I'm a good person". But in the long run, it should not be the best way to make the really big bucks. MAybe a sort of inter-junker turf war should be made possible and even encouraged, so people spread out into the 4 capital systems in case they got into disagreements with other junkers in liberty.
Trading: Once you gathered enough junk, you can become a respectable trader with a large cargo hold, and the far traveling trade routes from house to house become more profitable.
Alternatively, taking the smuggler route will land you the same profit, but with more risk, smaller cargo sizes, and more expensive commoditiies.
Mining: THe most profitable, but the special mining gear costs a fortune to buy, you have to go into damgerous places, and most of the time you'll want to build a mining outpost near a field, but even that will still give you a dangerously long way home. For advanced and well organized players.
And... NO JUMP TRADING VIA GAME MECHANICS.
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(09-12-2014, 12:34 PM)Gahc_Spotok Wrote: I always thought there should be more IRP balancing of the economy regarding junk gathering, trading, mining, and smuggling:
Junk gathering: Best way to make money when you're poor and starting out. Cheap ships that make best profit with nearby sell points. Kind of what the helium mining in Penn is now, just make it equally in the 4 capital systems. Since the junkers are semi-lawful, it will allow noobs to get shot less (unless they misbehave), and explore both sides of hte law to get a wider idea of RP possibilities than (I protect lawful miners/traders with my LN carrier because I'm a good person). But in the long run, it should not be very attractive to make the really big bucks.
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Premium Scrap =/= Junk/(Normal) Scrap.
Also I think it's a terrible idea to turn Junkers into a noob friendly faction and completely disregard the possible RP that can be done within the faction and to just turn it into a tutorial faction.
Also I think it's a terrible idea to turn Junkers into a noob friendly faction and completely disregard the possible RP that can be done within the faction and to just turn it into a tutorial faction.
And what about piracy?
Junkers should find scrap/junk in places where it makes sense to be found: In the junk fields in house space. A super propfitable kind of scrap turns the junkers into something they'Re not suposed to be.
You can do your l33t RP whether there a noobs in a faction or not.
YOu can also do piracy. Nothing will have changed in that respect.
This was about scrap profit balancing. RP and piracy have nothing to do with it.
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