Thanks to the upstanding Disco citizen my attention was directed to something what seems problematic - it could be unfair, if mining factions can fly 5k cargo transports. Wouldn't it be more fair, especially towards pure "trading" factions, if miners were limited in that regard?
I would like to see Mining factions to benefit from interaction with non mining factions.
Keep them at 3,4k cargo and have other factions involved in buying ore from them on the spot in mining operations like it was done back in the day.
The obvious flaw in that statement, as I was already told during the last time this was discussed, that a 1,6k difference in cargo does not really make THAT much of an impact and so the question is whether or not a nerf be implemented if there is no benefit from it. Is a nerf needed for the sake of nerfing or will it actually prove a change of some sort.
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Alternatively, instead of nerfing the IDs, perhaps keep the 5k limit but add a 6ker transport for the trading IDs?
This could also give players a nice little moneysink, especially if that new type of transport are very pricey.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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(04-24-2016, 08:07 PM)sindroms Wrote: Alternatively, instead of nerfing the IDs, perhaps keep the 5k limit but add a 6ker transport for the trading IDs?
This could also give players a nice little moneysink, especially if that new type of transport are very pricey.
In fact this is something, i have mentioned once as well that factions should be focussed on their tasks. This, "I can do everything within a single faction" is pretty uninteractive and boring.
I think that the mining factions should only be allowed to use 4300 cargo in all honesty. That way the various shipping factions and such have an actual purpose and arent simply inferior than the mining factions.
There are issues like the fact that there is no shipping faction in Kusari, so in that case perhaps Kishiro could get still maintain access to 5ks as their mining bonus is quite low.
I don't really think having only access to 4300 is really that big of a nerf, I mean look at how active IMG is.
(04-24-2016, 08:07 PM)sindroms Wrote: Alternatively, instead of nerfing the IDs, perhaps keep the 5k limit but add a 6ker transport for the trading IDs?
Was about to suggest this. It's certainly preferable to flooding the community with limitless (justified) qq, and the market with countless 5kers.
Problem with that is, you'd probably need at least 5 new models of hypertrains, one for each house. If that were done, I'd make those 5.5kers, anything more is overkill.
Bear in mind that while being able to mine on your own faction ships is nice, it's not that crucial to profitable economic activity because you can simply have alt miners with appropriate IDs.
And what if the pure trading factions are also pure producing faction, how they will supply the factories in the bases ? with less than 5k ships ? that wouldn't be fair as well since the amounts of commodity needed sometimes reach 185000 for a single material in some Equipments. unless the amounts can be changed for the production but i am not with changing the amounts its so balanced with the market average price in the game.
I believe the reason behind this suggestion related to the same problem behind the other suggestion for """Kill me it's cheaper" - a possible solution"" which is something related to the relation between the activity and how fast you can make money from ore compared to other methods or channels like smuggling etc... right ? which is the same reason why the Ore prices has been modified recently according to the fly time for the selling point
If the mining factions bases are limited to docking access OR set to sell only unless there is a mining operation and the Ores prices is slightly higher. i think this will also push the pirates to be active during mining.
(04-24-2016, 08:07 PM)sindroms Wrote: Alternatively, instead of nerfing the IDs, perhaps keep the 5k limit but add a 6ker transport for the trading IDs?
This could also give players a nice little moneysink, especially if that new type of transport are very pricey.
That would be better option instead of taking away another possibility of RP from the one soul role as a mining factions, which is the production. and will push the mining factions to interact with none mining factions
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I would not aim at a nerf.
I did that for the IMG ID (had it nerfed from 5kers to 4,3kers), and of course it created quite some disruption, a lot of anger, etc. It was possible, however you can assume you make not too many friends with this move.
The "add a 5,5ker" or a "Trade Faction Supertransport" makes more sense.
The (hidden) cargo nerf will strike anyway once transports cannot mount UAUs any more, so every T loses cargo space. This makes the addition of a (preferrably cool looking, House specific) Supertransport not such a big deal in terms of "breaking economy".
In general, I think that nerfing should be the last way, as it always creates a lot of disappointed people.
Giving pure trading factions a perk would be a lot nicer. Positive incentives are always better.