' Wrote:Why is Trader RP bad? Because Pirate RP is bad.
Why is Pirate RP bad? Because Navy capships could show up at any time and 1 line engage them. I. E., because Navy RP is bad.
Why is Navy RP bad? Because Caps are the biggest, shiniest, toughest ships in the game which everyone wants. ZOMG, let's make them really hard to get...!
Ugh, Caps are really hard to get! I'd better trade as fast as I can so I can get my Cap and blow up all the pirates who made me rage because they blew up my defenseless 5k. Better not stop and RP with them or I'll lose my precious - I mean, my 2 mil!
I begin to detect a pattern.
Navy RP isn't bad because of capital ships. You can't blame the arm for the commands of the brain. The tool for the thrust of the arm. You also seem to fall for the logical fallacy that most traders trade just to buy a capital ship to blow up taxing pirates. That's hardly the reason, typically.
' Wrote:Always have around 1 bil in cash and 1 more in ships, and I lost due to loan scram 800 more.I mined once or twice in group we made around 150 mill per session- 3-4 hours. It is really profitable if done right
You forget that, since you're in a group, you'd naturally distribute the payout evenly between your group, unless you mean everyone each made 150 in 3-4 hours, instead of the total payout being 150 mil for 3-4 hours, which would be pitiful as I can go play some other game and actually have fun.
' Wrote:You need only two hours trading to get normal VHF or Freighter or medium unarmoured transport and other 2 if you need armour on it.
Two hours for a VHF of freighter? That's awful. Again, I can be spending my time having much more fun on a different game.
' Wrote:There are loans- taking 50 mill and give it back after 3 hours trading together with the interest?
You'll need to elaborate on any kind of point you're trying to produce here, as I'm not seeing any.
' Wrote:[*]There is ship market, you can buy new(the ships dont have any difference then the brand new ones) ships really cheap and fast, as well sell the ones that you dont need- much better then delete them or left them to be wiped because of no use or sell it to the ship dealer.
Okay? I'm not seeing any relevance to the current topic at hand.
' Wrote:[*] Yesterday I made around 50 mill in 3 hours pirating alone.
That's not bad, I guess, so long as it's fun.
The main issue I have with trading is, it's not fun. At all. Even with the typical roleplay. This is a game, people. I shouldn't have to spend hours out of my busy day (I produce models for over 9 different projects) just to grind a few hours for a measly amount of credits. I've also got a real life and don't spend a lot of time at home. I'm sure I'm not the only one, either.
It's a punitive measure taken against lolwuts, but instead of affecting them, it only causes legitimate role players to suffer while these lolwuts hardly feel the effects.
' Wrote:Navy RP isn't bad because of capital ships. You can't blame the arm for the commands of the brain. You also seem to fall for the logical fallacy that most traders trade just to buy a capital ship to blow up taxing pirates. That's hardly the reason, typically.
...
That's not bad, I guess, so long as it's fun.
The main issue I have with trading is, it's not fun. At all. Even with the typical roleplay. This is a game, people. I shouldn't have to spend hours out of my busy day (I produce models for over 9 different projects) just to grind a few hours for a measly amount of credits. I've also got a real life and don't spend a lot of time at home. I'm sure I'm not the only one, either.
I can if the arm is having epileptic seziures and ignoring the command of the brain to RP, darnit! ... assuming the 'brain' is the main faction here.
And I believe I stated the real reason traders want to buy capital ships in the line just above that one. Getting back at all the pirates who ever taxed them is just a side bonus.
As for your last sentence there, I call shenanigans. In my Kishiro| I got a Kudos for trading snarky comments with a BowEx in New York, and it was quite fun indeed. Nor was it the only time I got to trade roleplay with allied/enemy factions.
Be kinder than necessary, because everyone you meet is fighting some kind of battle.
J.M. Barrie
' Wrote:I am not a moron I am just joking, I fail to see how there the people cannot make money to buy their shiny stuff, I personally dont mine, dont trade,dont do missions.
Always have around 1 bil in cash and 1 more in ships, and I lost due to loan scram 800 more.
I mined once or twice in group we made around 150 mill per session- 3-4 hours. It is really profitable if done right
You need only two hours trading to get normal VHF or Freighter or medium unarmoured transport and other 2 if you need armour on it.
There are alot of barges around, if you do it right you can make for sure around 35-40 mill per hour almost twice then with good route and 5k.
There are loans- taking 50 mill and give it back after 3 hours trading together with the interest?
There is ship market, you can buy new(the ships dont have any difference then the brand new ones) ships really cheap and fast, as well sell the ones that you dont need- much better then delete them or left them to be wiped because of no use or sell it to the ship dealer.
Yesterday I made around 50 mill in 3 hours pirating alone.
Discovery economy compared with the capitalistic society around the EU is easy to grind, I suppose that the most of the playerbase dont need to make a living on their own in order to understand me.
I fail to see why other people are complaining about what they currently have,
the system may not be flawless nor will it be perfect ever,
so use what usable for you, and STFU with the complains about every darn thing,
imho this discussion is quite silly.
lolwhuts get their lolcaps anyways, they don't change their playing style for that if it took 2 days longer to trade..
I mean in group of 2 players so it is around 70-90 for the 3 hours per person.
After the 2 hours the freighter or VHF is yours forever, there is no way that you can loose it and its has value if you sell it you will get 1 hour back in credits, that's why the ship market is part of my point. Even if you get missile spammed, you cannot loose the armour- mostly the guns and other equip witch cost not more then around 6 mill, and you can always go oorp and nuke-yourself or kiss some planet- it is not good but it is not sanctionable and many people do it.
If you start with starflyer you will need a lot more time to get money first for freighter then for some decent transport like BWT for example, taking a loan safes a lot of time if you start from 0 .
Hielor as I said I dont trade so it is possible that I dont know the best routes and my biggest transp is BWT.
I mean in general around 25-30 mill per hour is more then enough to buy stuff, you pay your shiny equipped 5k for 6 hours? It is really good for me,because as I said the ship after that is yours and you cannot loose it, if you sell it you receive 3 hours back from your grinding.
Mike I am ok with flaming.np, nobody discuss lolwuts here anyway. Nobody said that the system is perfect and everybody have different opinion what perfect will be I only speak in general based on my in-game experience. I am sorry for you if you feel hurt by my thoughts.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
On the original topic of the 7k Cargo ship, does anyone have an idea as to weather or not it would be allowed to use trade lanes? If not, then I think that might be the reason why no one wants to make one; It would be soooooo slow. If not, I can't think of a reason outside the ones already voiced in this thread.
On a personal note, I belive that the ablility of people to get lolcaps is not a problem based in the disco mod itself, but a problem with the people who play it. I don't think that any amount of gameside changes can fix what is essentially a 'people problem.'