Are there any new factory modules planned for PoBs in 4.87?
Is it impossible to balance the potential abuse of commodity-factories that turn basic commodities into higher level ones? I see why this wasn't implemented, but I'm wondering if there is a way to figure out the problems with the concept.
we have some ideas regarding pobs still - but its unclear how developed they are atm. - but the topic of expanding pobs is not done - we are just at the beginning of pobs
(04-14-2013, 10:19 AM)Jinx Wrote: we have some ideas regarding pobs still - but its unclear how developed they are atm. - but the topic of expanding pobs is not done - we are just at the beginning of pobs
ADD 10 lvl base! 30 modules, 32(as i remeber) million hull, MAXIMUM EFFECT!
(04-14-2013, 10:19 AM)Jinx Wrote: we have some ideas regarding pobs still - but its unclear how developed they are atm. - but the topic of expanding pobs is not done - we are just at the beginning of pobs
ADD 10 lvl base! 30 modules, 32(as i remeber) million hull, MAXIMUM EFFECT!
Yes because level 4s arent essentially impossible to kill as it is already...
Also, a 30 module weapon base? Yeah, that sounds like a great idea...
(04-14-2013, 10:19 AM)Jinx Wrote: we have some ideas regarding pobs still - but its unclear how developed they are atm. - but the topic of expanding pobs is not done - we are just at the beginning of pobs
ADD 10 lvl base! 30 modules, 32(as i remeber) million hull, MAXIMUM EFFECT!
Yes because level 4s arent essentially impossible to kill as it is already...
Also, a 30 module weapon base? Yeah, that sounds like a great idea...
However the dev could always make Lv 10 bases health and repair rate to be on par with the current the lv 4 base, and make the current lv4 base to be weaker and easier to upgrade.. For the turrets maybe to add a script to prevent adding too much guns per level ?
I didn't mean add more core levels. I meant adding factory modules, specifically for commodity creation from lesser commodities or other factory items like cloak/jump/survey/docking modules
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These are all avenues that will be explored in due time. PoB development basically rests on Cannon though, and he's currently very busy with another important project.
Suggestions for what people would like to see are appreciated nonetheless. Community creativity is a great resource for us to tap into.
(04-17-2013, 09:55 AM)jammi Wrote: [...]
Suggestions for what people would like to see are appreciated nonetheless. Community creativity is a great resource for us to tap into.
Academy
Prduction = pilot acording to base IFF
Requeriments = 1 passanger (crew is used for bases so could generate problems) + X food + Y food + "weclome to disco" comodity + Z Sirius 10.000 credits card = 1 Pilot
Armor factory - Apropiated for Corporations like BMM or Navies shipyards?
Production: | UAU 1-8 | CAU 1-8
Requeriments: | Basic alloy | Ship hull panels and or Scrap metal | Premium scrap and or Super alloy
Bar / Restaurant / Grill Apropiated for OS&C?
Production: [Insert balanced income here] (I would sugest a very slow rate of "convertion" to prevent power trading, or the need to deliver Food comodities from all over Sirius
Requeriments: | Passangers / tourists ... | Food+Kyushu rice+Sinth paste+Luxury food... | Water + Wine ... |
Things to have in mind on this factories are the "proximity factor" that could generate a production facility near to a place that sells all the comodities needed become a way to powertrade. To prevent his I sugest caomodities requeriments from all over sirius, or a slow/poor convertion rates.
Edit: Why don't you make a thread with a template for modules ides with a small guideline to prevent OP madules? Something like this;
Perhaps some sort of built in time delay? I know the parts are only consumed per 16 second time frame. Is there a way to prevent abuse of these by capping the limit that can be produced in a 24/h cycle?