' Wrote:Actually, you will find that since 4.86 there is a blending of purposes.
By this I mean commodities are starting to have value as consumable 'equipment' (like fuel for cloaks and jump drives). And equipment is being manufactured for the purpose of being sold for credits.
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I agree, there is a slight blurring, but not completely in my eyes.
Rather than try and adapt new concepts being unlocked with more advanced coding, I would be much more in favour of a complete re-work of the economy from the ground up.
For example, Ores get bought at smelters, smelters churn our the refined goods, refined goods get taken to factories, factories ship end-products to consumers... which usually pay the most at remote mining bases. Quite frankly, I do not care much for the current mining system, and believe that a miner should be able to make money on his own going back and forth from a mining field to his nearby base. If you don't want stupid amounts of profit, tweak the prices accordingly. InRP, mining should be at the bottom of the economic food chain - quick and easy, but low profit. What's that about less player interaction, you say? Quite frankly, the miner is usually too busy filling my ship to talk me. We're not losing much talking RP (exchanging pleasantries) for a gain in realism (I don't recall haulers flying out back into the fields in vanilla). Heck, with this system, you could probably even remove the superfluous Ore commodities and just keep the standard versions, which half the time wasn't supposed to represent refined goods anyway (rather, it was deliberately ambiguous).
' Wrote:I would propose the following:
1) 1% chance of loss applied to all mounted equipment, including shields and armour (but not IDs). So there is only a small chance you will lose something really valuable, but a greater chance of losing a gun or two.
2) As equipment is no longer guaranteed permanency, and time has to be spent building it, prices for the higher-end end equipment can be lowered.
3) With a general introduction of death losses - demand for new equipment is created. This keeps the economy going.
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I'd live with most of that, maybe except for Codename guns and Armour upgrades. The armour is the hull, after all, so it'd be silly to say the hull is totally repaired yet somehow hull plating fell off. Plus, Codenames are a nightmare to acquire.
' Wrote:...
if your ship dies, please, some equipment should be lost (50%), or maybe all equipment.
Only if the total amount of things possible to be lost can be replaced in the space of four hours at any time of the day.
' Wrote:Only if the total amount of things possible to be lost can be replaced in the space of four hours at any time of the day.
if you can build capital ship, that means you (and your friends) can collect enough resources for making enough weaponry for yourself and for sale. I mean, playing solo to make capital and fill it with equipment should be impossible, but for a faction or group of players it's a quite real task, like player bases. with time weaponry market will be filled with items like today's cloak market, so it wont be problem at all.
' Wrote:Yes yes, more stuff is always nice, but its a case of if the devs can code and balance it. - Well, code it anyway, balance can be done through ingame testing, like cloaks and drives currently are.
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' Wrote:if you can build capital ship, that means you (and your friends) can collect enough resources for making enough weaponry for yourself and for sale. I mean, playing solo to make capital and fill it with equipment should be impossible, but for a faction or group of players it's a quite real task, like player bases. with time weaponry market will be filled with items like today's cloak market, so it wont be problem at all.
Well, that's a fairly significant change in the status quo. Currently, it is such that all players are supposed to be able to acquire any ship on their own, requiring a certain amount of work and so on. What you're suggesting is an economy much like in EVE Online where literally everything can be, and is, built by players. If we want to go that way, it's possible, but I don't think the server is ready for such a drastic change just yet. What we need to do is refine the existing mechanics as best we can before expanding.
For example, nearly every MMO out there offers options for players to reach the level cap through both PvE and PvP. The point is that they offer options for all kinds of players and play-styles. Forcing people to work in groups does not necessarily mean that better or more involved roleplay will be developed. I would rather that game mechanics be developed with roleplay in mind, not meta player benefits in mind (though combining the two always makes it much more enticing).
' Wrote:Well, that's a fairly significant change in the status quo. Currently, it is such that all players are supposed to be able to acquire any ship on their own, requiring a certain amount of work and so on. What you're suggesting is an economy much like in EVE Online where literally everything can be, and is, built by players. If we want to go that way, it's possible, but I don't think the server is ready for such a drastic change just yet. What we need to do is refine the existing mechanics as best we can before expanding.
For example, nearly every MMO out there offers options for players to reach the level cap through both PvE and PvP. The point is that they offer options for all kinds of players and play-styles. Forcing people to work in groups does not necessarily mean that better or more involved roleplay will be developed. I would rather that game mechanics be developed with roleplay in mind, not meta player benefits in mind (though combining the two always makes it much more enticing).
I must say that game mechanics still have priority over RP and the game cant enforce players to RP if they dont want. IMO the game environment should be more RP oriented(RP should give player something in exchange for "good RP" or there's no point to spend time on it), with time it surely can bring results.
"Forcing people to work in groups does not necessarily mean that better or more involved roleplay will be developed"
heh, I play here since 485. was a pvp gank lover, never roleplayed beyond 2 phrases before engagement just to avoid annoying sanctions. RP, or I call it RP chat is too abstract thing to be defined and measured out of context.