* 4.0 on official BMF| ID
** 2.0 on official BMF| ID
Gas Miners Guild (GMG)
Helium-3 (3.0) *
Compatible Ships: Anki, Garanchou, Kamome
Helium (2.0)
Alien Organisms (3.5)
Compatible Ships: Surveyor, Scraper, Arrastra, Spatial, Camara, Anki, Garanchou, Kamome
* 4.0 on official GMG| ID
Now how will this work with OF with diferent drop rates than the NPC faction?
Will OF be prompted to change theyr drop rates or will the bonus be added to the faction? be added
Sounds interesting developments comming , still dont understand why isnt there a Hydroponics module yet as it exists today...
POB production bonuses are based solely on the IFF of the station, so there's no special provision made for official faction that have bonuses different to their parent NPC faction.
Luckily, refineries are intended to be viable for anyone to use - having an IFF bonus simply improves efficiency. You can also achieve a similar effect by using a higher grade fuel, like H-Fuel.
(09-16-2023, 09:10 PM)Haste Wrote: What’s in the value of a credit?
The first and most immediately noticeable change we are going to be making is to prices. If a character’s ship, equipment resale value and credits exceeds $2 billion, the character file will be corrupted.
To address this, all prices, payouts and player credits are being divided by 100. If you previously had $1,000,000 in your account, you’ll log in to a $10,000 balance. This division affects everything, from commodity buy and sell prices, ships, equipment, NPC bounties, FLHook commands, missions, etc.
This should make the character value cap effectively a non-issue, as you would need to store the pre-adjustment equivalent of $200,000,000,000 (200 billion) before running into corruption issues. This perspective shift takes some getting used to - for example, trade routes will have single digit profit per second ratings, a nanobot will cost $2, and you might expect to hear "20k or die" from pirates.
The value of your money will not be affected at all by this; proportionally your credits are still worth exactly the same.
Let me know to ask a few questions @Haste
Synth Foods commodity Synth Paste now since prices are divided by 100x that mean it will pass from 49 SC to 0.49 SC right now?
Oxygen that cost 15 SC will pass to 0.15SC right now?
Sunbucks Donuts and Coffee will pass from 50 SC to 0.5 SC right now?
So that mean we will start using the cents in game right?
For me it means as a "let's make users feel not so valuable" ...
Even so, that means a Gallic Battleship (Currently the most valuable ship in game) cost 563M will only cost 5,630,000 Credits right?
The Grinder mineral extractor that cost 9600 will only cost 96 credits ...
Do you even belive the DEVALUATION on money will make people a little more greedy?
don't you think about this right? 100X sounds too aggresive for his sound of such "Revalorization" and i don't belive the game allow the use of cents in items, and if you told me "It will not cost 1 credit" that mean you are taking more cost for such items when you told it will be 100X reduced the prices ...
why not *RECONSIDER* to be a 10X value instead of a so "Agressive" kind of money, or put a maximum amount of money each player can have ...
Why merging competing cargo (Ageira White Boxes and EFL Blue Packs) with two decades old lore behind them is bad:
1. Removing RP flavor
Laws will have to be amended into very broad and flavorless writing, because EFL wanted to disrupt the market and make it available for everyone to ship, while Ageira locked it down to Ageira/DSE/US only. This makes it clear distinction in house laws (images for example): Gallia laws Liberty laws Rheinland laws Bretonia laws Kusari laws
But after merging this cargo, it will have to be under one name and unable to differentiate between what is what.
Would be similar as merging Artifacts and Cardamine under Hispanic Cargo name. Would Outcast and Corsair players be fine with it?
2. Makes it harder to balance.
Example: if Pueblo Station and Abbevile in Picardy sells the same cargo, then it the balance will be set based on who is closer to destination, not whether it is actually Ageira's or EFL's building site. For example, if Ageira/DSE/US wanted to deliver cargo to Planet Stuttgart, it takes 14 minutes. If EFL wanted the same, it's 6 minutes. With two separate cargoes, you can balance it out for each. But with merged cargo, that profit rate will be set for shorter trip.
3. It shows that long term roleplay and lore can be disregarded and further effort to improve something and build upon vanilla lore is pointless endeavor. It took a lot of effort to lobby and roleplay with houses to make restrictions in laws to match lore and it all be wiped away as per example No. 1.
One thing I want to point out - the sheet is very barebone, the patch economy will be just a beta,
The instructions are clear that it's much easier to add commodities than to delete, I can see why they have so few to start with, to see if the system is functional with a lot less variables. This is the first time the team is transparent like this
(09-18-2023, 08:21 AM)Czechmate Wrote: One thing I want to point out - the sheet is very barebone, the patch economy will be just a beta,
The instructions are clear that it's much easier to add commodities than to delete, I can see why they have so few to start with, to see if the system is functional with a lot less variables. This is the first time the team is transparent like this
Imagine you have a faction that is played by maybe three people and at least putting some effort to continue on. Then boom, you get told, your cargo that makes you unique, will be merged with your competitors. What a fantastic beta it is. The cargo isn't hurting anyone in anyway. There was absolutely no need to even consider merging it. Unless someone has a big boner for vanilla when it suits them. But Disco isn't vanilla.
That's the case for many many others , stuff we did RP with - e.g. Maquis can't function without propaganda and it might start off without it.
After seeing the sheet it's clear that the Econ change will very much not be the final product on launch, just cut down barebones testing ground, there's no fences yet even. Many of the classifications seem a little off, flavour is gone and uniformity is on for all houses and commodities. I'm actually ok with this because they can't be sure their automated calc system will work properly on live server. Less commods means it can be fixed much easier.
We will just have to endure the fact that we are playing and incomplete work in progress mod for a while