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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Lets talk Galileo and Cassini

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Lets talk Galileo and Cassini
Offline BaconSoda
06-19-2011, 08:16 PM,
#41
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' Wrote:The tendency for people to not actually read this thread's posts is astounding.

Seriously. I have no problems with NPC farming. Dab and Xoria also have no problems with NPC farming. Instead they said that they want NPC farming to have as much risk as trading and smuggling and make sense in the mod's economy given the goods that are traded between Kusari and Liberty. That sounds good.

What is being said is that Cassini is too close a sell point for these goods. The NPC farming going on is too safe. People here do not get any interaction. So, instead of Cassini being a sell point, I suggest that we mimic the system next door and move the Jump Hole to Padua. Meanwhile, to simulate this, we use FLHook to reduce sell prices in Cassini while Padua (the Rogue base in Galileo) still buys those goods (or if it doesn't, using FLHook to set it up that way would be neat).

Where in that statement does anyone ever say that NPC farming is bad? Seriously.

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Offline Evan_
06-19-2011, 08:20 PM,
#42
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I never noticed that, where was that thread? We'll do until '86.

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Offline Ayem
06-20-2011, 03:26 AM,
#43
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Or move the Cassini jumphole and raise the prices on the Cassini stations proportionately.

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Offline Mickk
06-20-2011, 03:33 AM,
#44
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' Wrote:Or move the Cassini jumphole and raise the prices on the Cassini stations proportionately.

Which has already been said in this thread.

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Offline ruihu908
06-20-2011, 03:51 AM,
#45
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You gotta admit. Killing lolwutters who rage at you in PM is quite satisfying sometimes.

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Offline Azan27
06-23-2011, 06:31 AM,
#46
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' Wrote:Solution - > Move all guard system holes to the places where they can't be used not properly and\or in abusive manner.

Cool story bro. I completly support this, though; people need to be alot more clear as to what guard systems are for and what is an appropriate use of them.


On the topic of the tread, I would appriciate it if loner NPC farmers were, in some ways, made to come into contact with other people. Granted, they shouldn't be pushed to hard to interact; that will just make them angry and lolwut-esque. Perhaps if their sell rouits allowed them to witness good RP, they could see how much more fun it is that simple "Shoot, tractor in loot, repeat."
Also, a bit of risk in the buisness might be fun. If rouits for NPC farmed products not only went through populated areas, but dangerous areas, things could get a lot more intresting. With this, however, it's all about balance, as we don't want to lolfarming with no pirates to turn into goodfarming with lolpirates.


Let it burn.
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Offline Dab
06-23-2011, 07:44 AM,
#47
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' Wrote:Or move the Cassini jumphole and raise the prices on the Cassini stations proportionately.
Moving jumpholes is not the preferred method of fixing the situation. By moving jumpholes, we change the times of trade routes, which means rebalancing all trade routes that involve that jumphole, including possibly new routes whose new fastest path now uses the moved JH. By balancing it, it can result in the nerfing of a legitimate trade route that doesn't use that JH.

For example. We move the Cassini JH. Now, a trade route involving Military Vehicles through tradelanes and gates, finds a new fastest path, using the new Cassini JH's position. This makes more than the previous route. Liberty lawful traders buying MVs then flying through the Rogue Guard system creates problems. The route is rebalanced to be in line with all other routes.. While the OORP route is balanced, the in-RP route is now below-average. This is not the kind of situation we want to create. The real solution is to fix the current problem without generating new ones. This means creating the NPC farming location at a further location away, or by lowering the Cassini prices to not be worth it, and raising prices on another non-guard station of that faction where they can sell those commodities.

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Offline Ayem
06-23-2011, 12:48 PM,
#48
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What I meant more specifically, was to move the jumphole so that the time to get there increased from the tradelane/jumpgate. This would give lawfuls or other pirates more time to intercept and destroy the npc farmers, if they wanted to, rather than giving them a free pass any time they were intercepted.

I did not mean nerfing the prices, apologies for being vague.

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