(07-28-2014, 02:28 PM)larzac Wrote: Well, this could be good but i dont know if dev want to add commodities like that. If they dont, These PoB's could still produce normal repair commodities who has a fixed price everywhere anyway.
That wouldn't do much good, cause then most ppl would be " why buy them from a PoB far away, when an NPC station is selling the same thing next door.
I admit, most of the ideas we are coming up with are probably loads of work, and I would love to help with that if I had any knowledge to do so, but I don't
"Shipyard: Production of (special) ships. Like an SRP but directly ingame (the affiliation of the faction would determine the ship that is build, 1 for each kind). Would need a lot of commodities."
This is what i was thinking. So +1
A small flaw is that why sped more time making it when you can buy it... so that would have chosen carefully.
OR
a ship with a bit better stats than the usual ship?
Something like that that would make it profitable to make it.
Well, i dont like the idea of a ship with better stats because in the hand of a good fighter, it would be OP. But give to every faction the possibility to build Caps but with a lot of work, it would be nice i think.
(08-08-2014, 01:59 PM)larzac Wrote: New idea in my head, dont know if it will be possible but we still can add it to the list:
Put a different when you buy a commdity than we you sell it.
For example: You buy Niobum ore at 3000 but sell it at 4000.
This isn't a new idea, sorry to say. Folks have been wanting this for quite awhile now, but I don't think it's possible with the way the game is coded.
I was doing some more thinking on this topic, and on balance.
As far a I know, there is always reluctance to add some new factor to pricing, but there are several commodities used in the game that have a fixed price and evenly distributed availability because of balance.
Not to mention all the nice stuff needed for upgrading... but those are NOT evenly spread to encourage travel and cooperation. So I will dwell on those later.
Now, for me the idea is to ceep buisy. I like the grind. I WANT the grind.
I like to fly somewhere to fetch something, and get my base happy by munching on it.
But actually I do not like the idea of being just another base to sell cloaks or modules.
Suggestions :
Bio-domes: Create Food & Ox, need fertilizers and water, perhaps raw hydrocarbons ?
Smelter : need Scrap and Prem scrap, perhaps some ore... Boron or such. and fuel
Produce either RA or HP, ( I suggest different commodities and different factories )
Production site : needs ore , scrap and fuel. Produces RH.
If these factories could produce the commodities at equal to or even slightly under required cost for the suply comodity, taking time and mined materials , that would be fine with me. Let them produce a good lot at a time, I can still sell the rest for the fixed price.
Of course I would love to *earn money* with construction.
But my main goal is to have to fetch something interesting to build something else. And not necessarily a high priced cloak or such.
I like to have to plan my trade routes with the base at the centre... wich trading deals, rep problems and pirates underway. Thats what being a Trader is all about for me. And if I only *make money* it somehow is... unsatisfactory.
But to see the Base munching something... my little monster can not be upgraded so fast and so far ! *grins*
I will probably settle to building a factory producing something else if I have to, but somehow nothing fits.