As long as cake is a commodity that gets traded between two stations, called "Imagination" and "OM NOM NOM" and offers double the payout of any other trade route in the mod, then yes.
' Wrote:As long as cake is a commodity that gets traded between two stations, called "Imagination" and "OM NOM NOM" and offers double the payout of any other trade route in the mod, then yes.
However, completely different from having your cake and eating it too. (Since the cake is no longer with you once you trade it, removing any hypocrisy from the closed system.)
Well, if you want the mining system to succeed, then why punish the people who DO hire others to protect them by nerfing the mod all over the place?
Ex: I had a Junker Salvager and I would scrap mine down in New London back when the scrap sold good a few jumps away (not saying for the sake of spoilers). I had a couple bombers and fighters protecting me and a couple of other scrappers who were out there as well. Within a few weeks, I'd made in upwards of 4 to 6 billion credits working together. Then, Murphy reared his ugly head and corrupted the characters (because I'm a moron) and I lost all that money.
When I went back with my friends to mine again, I discovered that the price had been nerfed by 6,000 credits!
So, now, because the mining mod is being nerfed because of pirating/people going at it solo/people QQing, you're punishing, yes punishing, the people who do work together to make it work. I'm getting tired of having to make a new tagged and IDed miner every other patch because of nerfs on the mining mod.
~Leo
P.S. I don't mean to QQ, but it's kinda hard not to when you're so frusterated about the entire thing.
' Wrote:Ex: I had a Junker Salvager and I would scrap mine down in New London back when the scrap sold good a few jumps away (not saying for the sake of spoilers). I had a couple bombers and fighters protecting me and a couple of other scrappers who were out there as well. Within a few weeks, I'd made in upwards of 4 to 6 billion credits working together. Then, Murphy reared his ugly head and corrupted the characters (because I'm a moron) and I lost all that money.
You have my sympathy my friend.
JUST DOUBLE THE PRICE OF EVERY COMMODITY AND EVERYONE WILL BE HAPPY
JUST DOUBLE THE PRICE OF EVERY COMMODITY AND EVERYONE WILL BE HAPPY
A. Eh, it's just a game, really. I got over it pretty fast, I'll earn it back once I get my mining buddies down into Dublin and scare the pants off them Mollys;)
B. Don't do that, that'll ruin the economy even worse.
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' Wrote:Have your <strike>cake</strike> food rations and trade it too?
50 million credits per hour is an interesting number. Assuming a transport with 5000 cargo, that comes to 278 cents per second of profit (((50,000,000/5000)/60)/60). What's interesting to me about it is that it is higher than the best available rate of return for ANY trade loop in the 4.84 economy. So I guess you'd hate the 4.84 economy too. I certainly hated it. That figure is also substantially higher than the profit figures Igiss gave me as a benchmark when I started redesigning the economy. I've said it before, and I'll say it again: reducing equipment and ship prices is the simplest, most efficient, and most practical way to change the mod's overall economic situation.
Out of several dozen commodities, in 4.84 there were only about 18 that had rates of return higher than 180 c/sec, 11 of those at or higher than 200 c/sec. The worst part about them was that they usually created only weird routes to somewhere that made no sense, and the drop off in rates of return other than the best trip was huge. In 4.85, there are over 40 commodities higher than 180 c/sec, and 12 at or higher than 200 c/sec. That's 29 additional commodities making over 180 c/sec from 4.84 to 4.85, and they offer similar rates of return for export to all the other Houses in most cases, and are easily combined with other commodities into loops. If you have trouble figuring that out, then I suspect that you are ignoring mining machinery and robotic components. Those are both transitional commodities to get you from a consumption location typically in the House's capital system to a nearby production location. In 4.86, there will be 2 more on top of that (one new & I revised basic alloy for this purpose), making transition from one commodity and trade loop to another even easier. In fact, nearly every trade route in 4.86 will either have an export available when you sell what you brought with you, or offer one of the 4 transitional commodities to take somewhere within the House to find an export. That's nearly the case now, but is somewhat limited by trying to make due with fewer commodities in the mod than we'll have in 4.86.
The, and I don't know what else to call it, utterly stupid accusation that there aren't enough prices for commodities is nearly beyond belief. The 4.84 commodity file had 3,459 total lines of code. The 4.85 commodity file has 8,338 total lines of code. That's an additional 4,879 prices between 4.84 and 4.85. The 4.86 commodity file (as of this minute, at 99.9% completion) has 13,339 lines of code, or 5,001 additional prices between 4.85 and 4.86, which is 9,880 additional prices between 4.84 and 4.86, not accounting for the 1 line of code for each base itself. That's a 400% increase. Yes, many of those are due to additional bases being added, but between 4.84 and 4.85, the vast majority of added lines of code were due to additional prices being added to existing bases for more commodities. To add a profit margin for every commodity transported to every base in the mod in 4.86, there would be 59,400 prices needed, which is 4 1/2 times as many as already exist. Mankind has not yet invented a dignified response to the suggestion in this thread to "finish the job", so I won't attempt to offer one. I'll just offer that it required about 800 hours over nearly 2 years to revise the existing code and add those 9,880 additional lines, so you do the math to get to 59,400.
Regardless, in 4.86 there will be 96 commodities at or higher than 180 c/sec, 78 at or higher than 200 c/sec, and 16 at or higher than 220 c/sec, with 27 new commodities total.
In fact, just as a sneak peak, there will be half a dozen new "people" commodities, just so I could enjoy the exquisite pleasure of creating several dozen liner routes that are nerfed so hard by increasing their rates of return like they were increased from 4.84 to 4.85 that they drive liner players out of playing the mod. I mean, if Dusty can get his rocks off by nerfing mining, then I deserve to have a little fun too.
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This is kind of funny, all this talk of the Economy being bad and all. Because although I never trade and although I don't really care, I do remember one thing clearly.
When I was in the D: faction, you know the Daumann Heavy Construction gang leaded by Dusty Lens. Yeah well we had a closed economy, meaning first of all, we didn't take any cash from characters outside affiliated characters from the faction itself. So through an economical perspective, we "handicapped ourselves" and yet I joined this group after it had been running for what, two weeks? The group had a bunch of transports ready alongside a line of fighter/bomber escort vessels.
There I was mining and acting as an escort while a pal would pick up the ore and sell it. We went in convoys and yes, in a week we had probably collected over 300 million credits worth of purchased vessels and stored money.
And if I recall it, we didn't really grind anything, we flied for an hour or two for perhaps three/four times a week. Not hard work at all...
' Wrote:50 million credits per hour is an interesting number. Assuming a transport with 5000 cargo, that comes to 278 cents per second of profit (((50,000,000/5000)/60)/60).
I get 2.77 as my number. Can you explain how this works?
' Wrote:This is kind of funny, all this talk of the Economy being bad and all. Because although I never trade and although I don't really care, I do remember one thing clearly.
When I was in the D: faction, you know the Daumann Heavy Construction gang leaded by Dusty Lens. Yeah well we had a closed economy, meaning first of all, we didn't take any cash from characters outside affiliated characters from the faction itself. So through an economical perspective, we "handicapped ourselves" and yet I joined this group after it had been running for what, two weeks? The group had a bunch of transports ready alongside a line of fighter/bomber escort vessels.
There I was mining and acting as an escort while a pal would pick up the ore and sell it. We went in convoys and yes, in a week we had probably collected over 300 million credits worth of purchased vessels and stored money.
And if I recall it, we didn't really grind anything, we flied for an hour or two for perhaps three/four times a week. Not hard work at all...
When exactly was this and how many people did you use?
' Wrote:When exactly was this and how many people did you use?
It was in this mod version in this update if I remember correctly. When I was in this group it was about, maybe, one or two months ago.
When we did convoys we had three transports and two escorts. Usually, sometimes we had two transports. Point being, it wasn't so hard to earn cash at all, and with a little team-work you could fend off all sorts of pirates.