Quote:and pirates should ask how ever much money depending on the ship, cargo, and ranking
No, that's called metagaming, and that's bad. But if there was a set limit, say 500 credits per cargo space of a givin ship, that's not bad. Maximum for a BW transport is roughly 1.8m. SuperTrain is 2.5m Not exorbitant, not a small amount (especially in this economy), and fair...a shocking concept.
Taxation wouldn't be fair...why don't the unlawfuls have to give up some of their money?
I agre but it not posible to do.
and still if you are new and start trading itt will take you around 200h to get the cash for a bs.
You first havto spen cash on biger and biger trading ships then start to save upp for what ewer ship you want in the end and the cost oof one battel can be around 1-10 mill depending on ships and ammo.
so the 20mill you make from one houer off trading can be gone wery fast.
Quote:yes, sour grapes. and not toward any of the established pirates too. I like running into Phate, the OPG, the Black Pearl, or some other well-known established ones. Apologies. Razor-happy lack of patience gunboat pirates are a bit tough to swallow.
Step 1: Buy a liner
Step 2: Get two other of your liner friends
Step 3: Convoy up
Step 4: Go to pirate hotspots
Step 5: Beat the ever-living crud out of the pirates
Words for me. Me, Zelot and JakeSG pirated a pirate yesterday after he picked a fight with us. Pirating a pirate or smashing down a lone gunboat (which liners are expert at) is well worth the drop in cargospace. Entertainment value +10 on a scale of 1-5.
About this topic though, I think the entire economic system would need to be redesigned (again) to facilitate more realistic prices. I dont think theres a quick fix by dividing prices by 10 or 100. Firestalker missiles costing 30 credits? Military vehicles costing 150 credits at their dropoff point? (if you were to divide by 100). I dunno...
Liner's aren't cargo haulers to me, unless they're hauling people.
And I'm a freelancer, not allowed liners.
I kinda like the trade system...Unseelie's got some good ideas for a second revamp, but it's just as much work (if not more) than the current system was, and probably not doable for the current version.
I agree dividing by x isn't a good option, but for too long upping the price of things was an accepted way of limiting them.
"Ah ha! It didn't kill him because he has 5000000000000000 HPs"
Unfortunately our Devs aren't paid by the hour to hack off a zero, or several zeros. The fact that we pay our devs in the form of cookies and lolcats should be your first clue that this is not only not only not a good idea, but also not worth their time. Besides, at least it scales. New people are buying a gun for 150 creds and getting repairs for 23.
"The thirteen saloons that had lined the one street of Seney had not left a trace. The foundations of the Mansion House hotel stuck up above the ground. The stone was chipped and split by the fire. It was all that was left of the town of Seney. Even the surface had been burned off the ground.
Nick looked at the burned-over stretch of hillside, where he had expected to find the scattered houses of the town and then walked down the railroad track to the bridge over the river. The river was there."
' Wrote:The fundamental flaw with any attempt to revamp the credit value is that demand never changes, prices are always stable, anyone can make the same runs over and over and be guaranteed a huge payout, even if everyone in the universe is filling that same demand.
So, the money is essentially generated from nowhere, because the benevolent buyers never get tired of goods. Even if you get rid of all the money in the system right now, and scale everything down, in 6 months time you will still have the problem of too much money in circulation.
Unfortunately the only solution to this is of course a dynamic changing market for goods and services based on player and NPC actions. Jobs need to be able to dry up, planets cannot be terraforming forever and require the same goods indefinitely etc. Its just not possible in freelancer to implement an actual economy.
The one thing I can see as limiting inflation is taxation. Ive seen it work in other games (chosen space for example) and lawful citizens must pay a healthy chunk in taxes, money that essentially disappears from the world but makes sense for governments to collect. It would be collected on a monthly basis and be either automatically withdrawn by the house governments of the player's home birth or be a voluntary thing, where not paying has consequences on player relations with government factions.
This is a good point. However, bear in mind that price scaling obviously isn't having much of an impact on the economic system. My suggestion here isn't to correct an economic imbalance, but simply to prevent the credit itself from spiraling out of control in worth.
You're absolutely right in that players will begin to accumulate absurd amounts of money regardless of the amount of individual income. To counter that, wouldn't simply lowering the credit limit be a clean and simple solution? The economy wouldn't be greatly effected, merely the sheer quantity of credits floating around in Sirius.
To be sincere, I agree on the "mismatching" of the current economical value with what the SP had but things evolve.
The SP story is like... 20 years before now? And having prices going 10 times to 100 times higher in growing and 3rd world economies in 20 years is not something to get excited or surprised as it happens with a normal rate of 3rd world inflation.
Basicly, a real example, the country I live had no wars, no political coups in the last 25 years and it had a devaluation of money by millions. In 80's, being a millionare meant what it means to be a trillionaire today. These number are not make ups, they are real and considering that my profession is banking and finance, believe me I know what I am saying.
So, a pirate asking for 2.000.000 is rather normal when you can make 30.000.000 from that run (which is possible in game in 40 minutes).
Think of today's pirates in real life. They captured 25 Tanks several months ago. 25 Tanks means... A LOT. So, in order to save the tanks, you have to pay a generous sum to make the pirates happy. Like millions of dollars.
Trent had a Dromedary. 500 cargo. Deal of a lifetime, yes. Also, it took him 2 weeks to get back from the sigmas to NY.
If I could make that sort of profit in my train, with 5000 cargo, it would be a 10 million payoff(which, actually, I do get, on occasion, after crossing the whole of sirius, or moving goods that risk 24 million if I die).
Point is, right now, traders earn just about the same profits per unit as Trent did, just sped up, because, oh...lets guess: We cant spend weeks on one trade run. How to compensate? RP. Every mod release is an advance of one year. This means, nominally, that time in the game isn't connected to realtime. When mods were released every couple of months, this worked better, yes. But if you consider the amount of time a trader is during a mod, and consider that their entire year...the system works.
Personally my rp with pirates depends pretty much entirely on their being reasonable. rp goes both ways, if you ask for a ridiculous amount that is just as oorp as me silently running or shooting you. If you ask for more than 1 mil or so I will run or fight period. I work too damn hard for my credits to share them with lazy pirates. Especially since lately their seem to be ten times as many pirates as usual and now I get hit 2 or 3 times per run by idiots asking for 2-3 even 4 mil. I'm kind of getting sick of this as it seems the whole point of this game has become getting pirated. I may delete my trader altogether out of sheer frustration and attempt to finance my game doing merc work against pirates. Pirates need to remember that traders are the heart of the financial system here and the unreasonable pirates are ruining it for everyone else. Pirating is for rp NOT making money...get a trader and work like the rest of us.