So just kill indie mining ?? or just make it impossible for a SP to mak a living off mining ?? sorta seems likethe whole of space is being treated like one big system.must be hard to be impartial when a player has 50 accounts and a ship in every faction. house 5k trains flying with no guns or armor., because space is so dangerous . lol.
I would honestly think that having a ship in every faction would make you as impartial as possible, seeing as how you could relate to everyone.
I still believe solo mining should be viable (I mean hey, most of my mining is done solo!). Heck, if you really wanted, you could go through the blood, sweat and tears necessary to build your own PoB, maintain it, mine all the commodities you need to construct Codenames, then keep them for yourself or sell them to the highest bidder. That being said, it would be easier to mine with a friend, or a group of friends, especially if you wander into a pvp-contested system. When mining was originally made profitable, there was no such thing as PoBs, so unless you had a Hegemon, you had to have at least one other person with you to mine effectively.
I don't think we're trying to make it harder for people to solo mine. We just want to introduce new incentives for people to log in and team up, creating dynamic groups of mining, scouting and defensive ships to get their hands on highly profitable/highly risky/highly rewarding commodities and items.
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This thread is not about the ability to solo mine. Indeed, mining should not be possible to do solo or at the very least should not be more profitable than smuggling or regular trading because these are the activities which are more streamlined to be done solo.
This sort of falls into an issue I talked about here but it seems that the homogesniation is touching even more factions than just the Omicrons. Again, this is something that should be avoided.
This calls for a rather major system rework to go along with a mining revamp. Theta should be made an activity hub again and most of the mining fields, especially those which supply commodities entirely irrelevant to any lore whatsoever.
Quote:Additionally the lore value of each of those commodities varies wildly. Most "research" commodities (Artifacts, Xeno Relics, Cryo Organisms, Azurite Gas) have zero sustainable lore value because once something has been researched, it's rarely further required, especially when it has no practical value. (Like, Iridium Ore has quite a bit of lore value as there might be many factions who need it to construct new ships for instance. On the contrary, few factions would need a reliable source of mass Xeno Relics for anything.)
Quote:Edit: The fact that these commodities would all need to be hauled to a central location (A single PoB), there would be an increased need to hire scouts and escorts to protect the haulers. In some cases, you would also need to contact one or more factions to establish diplomatic ties, alliances or business relationships, just to be able to obtain the desired commodity. "Yo, we heard you want this. Money is neat, but it sure would be nice if you could field some sentries to watch over our pickaxes in the field."
Quote:That being said, it would be easier to mine with a friend, or a group of friends, especially if you wander into a pvp-contested system.
Quote:Said commodities could be in pvp-contested areas, and be difficult to obtain en-masse, since you would have to worry about protecting the miners from assailants. If these commodities are given a low enough yield, then even during low-population times, it may cause some stress-sweating of individual miners. Combine a low yield with a high commodity cost to produce the item, and couple it with the chance that you can be jumped at any time, and you have some serious potential for frequent pvp activity.
I'm sorry, Sand but I think you just should build PoB for really unlawful faction. And when you build it, you understand this activity exists in game already. People just do PoB for zoners for producing, because its EASY, or for lawfuls faction in secured territory.
How i built PoB, two, and i had sooo many PVP activity, that i just tired from so much pvp activity. And, how i can see, Apostatas now had absolutely same way, and same activity around.
I guess we have another problems here, muuuch another.
P.S. and sorry this is completely not in theme, but just people dont do SERIOUS mining now and just nostalgy about times when disco had 200 players, blame PoBs in it even they not play this sort of gameplay, and just generate ideas without practise adjusting.
(03-12-2018, 06:12 PM)Anton Okunev Wrote: I'm sorry, Sand but I think you just should build PoB for really unlawful faction. And when you build it, you understand this activity exists in game already. People just do PoB for zoners for producing, because its EASY, or for lawfuls faction in secured territory.
how i built PoB one, two, and i had sooo many PVP activity, that i just tired from so much pvp activity. And, how i can see, Apostatas now had absolutely same way, and same activity around.
I guess we have another problems here, muuuch another.
I'm not sure what you're trying to say, here..? I'd rather help maintain someone else's PoB than build one of my own. I don't play Freelancer frequently enough to justify the stress of maintaining a PoB, not to mention worry over "Will it be gone before I wake up in the morning?"
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I want to say, everything what you suggesting, already exist in game Activity around mining fields? We already has pirates around mining fields. Activity around hauling stuff on PoB? Play for unlawful faction and look how it work already. I cant understand, about WHAT it is all? Problems not in "spreading mining on different ids, spreading of mining fields".
Else, do you guys dont realise, for miner-traders rather plays people who dont want PVP much. Even pirates looks like harrasing for them, and you suggest contested zones. All oficial factions, who can mine, how i can see, do their work already good.
Update: Just wanna ask, what you dont like in nowaday mining? Mass mining always boring in every game, people already optimize it by PoBs and enhanced traders way.
Mining field unification (not: 3 little Niobium fields in T23 => 1 ore, 1 field)
Deletion of inactive fields (not: 2 out of 3 fields are inactive => avoids confusion)
Clustering of mining areas (not: 1 mining area upper right, other one 70 k away lower left => more interaction)
Concentration of mining activity (ore fields not spread out over x systems => activity hot spots)
Standardisation of values (not: Dublin mining used to be bad, while O3 was always fast => fairness)
For example, Dublin has already been through the fixing process.
I'm not saying that all mining fields have to be contested zones. Bering is looking to be a good example of a pvp-contested zone with a high risk, high reward commodity. Copper Ore mining in Kansas, on the other hand, is a relatively low-risk mining area, since it's so secluded (*Sigh* R.I.P. Denver sale point).
Personally, I'd rather not have every single mining area as a pvp-hotspot (Though some are definitely welcome for activity's sake!). I'm usually happy to pay off a pirate that comes asking for credits, or even a share of the ore. Bering on the other hand looks to be primed towards a very hostile environment, one which will interest the PvP-inclined. It may not be something I choose to participate in every night, but it'll be something different and new to dip my toes into.
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