The problem with junkers is that they are all independant, but if you gather all junkers, it would just be too easy for them to have more money than a corporation.
Now all of you try to defend the idea of Junkers being rich as fekk with reasons such as influence, relations, diplomacy, smuggling, piracy... after all of this I really don't see why scrap mining would be so important and a significant part of your profits that it cannot be remade into a beginner-friendly activity. Even those who do more than scrapping only do scrapping to mask their more profitable but less legal activities with it.
(09-12-2014, 02:45 PM)larzac Wrote: The problem with junkers is that they are all independant, but if you gather all junkers, it would just be too easy for them to have more money than a corporation.
Junkers aren't labelled as generic, so in a sense they're united somewhat already.
(09-12-2014, 02:48 PM)Snak3 Wrote: Well if you gather all workers of corporation as well, I am sure Junkers will be still behind.
Depends. A house corp doesn't have influence that maps across all of Sirius like Junkers do.
(09-12-2014, 02:52 PM)Thyrzul Wrote:
Now all of you try to defend the idea of Junkers being rich as fekk with reasons such as influence, relations, diplomacy, smuggling, piracy... after all of this I really don't see why scrap mining would be so important and a significant part of your profits that it cannot be remade into a beginner-friendly activity. Even those who do more than scrapping only do scrapping to mask their more profitable but less legal activities with it.
Yes, scrap mining provides a good cover for Junker activities in the houses. It also helps them build relations with factions such as Outcasts and Corsairs.
Why does scrap have to be turned into a beginner friendly activity? Pick on another commodity, rather than wanting to ruin scrap for Junkers. I don't see what all the fuss over getting scrap/premium scrap nerfed is. I don't understand what possible arguments there are for shaping the commodity into a low selling commodity that would only have benefits for a newbie in a CSF.
Now all of you try to defend the idea of Junkers being rich as fekk with reasons such as influence, relations, diplomacy, smuggling, piracy... after all of this I really don't see why scrap mining would be so important and a significant part of your profits that it cannot be remade into a beginner-friendly activity. Even those who do more than scrapping only do scrapping to mask their more profitable but less legal activities with it.
Er... what ?
Well - I´m the last to argue about the fact that my white collar might be a little off-grey at times,
but the whole Idea about the RP at Tinkers Haven is that you do NOT have to be a Smuggler to call yourself a Junker.
And Im getting much positive Feedback on that.
We all know the Junker lore and ID spec, thx. But atm the whole thread is going a little off topic :
Why are there so many Junkers ?
--> because it´s fun to play, be it through server lore & rules or player achievement.
Why are Junkers so rich ?
--> off topic. Probably because they spend a lot of time in the game, getting rich along the way.
Is there realy a problem with that ?
As for a *beginner faction* ... why ?
I help Beginners, inRP and out of RP because I´m a player who likes to help.
And I got a lot of help from other players .
Mind you : HELP , like advice, info, company
Not like : credits
A beginner needs an understanding of the political and diplomatic systems in sirius,
of the laws, unspoken rules and Do NOT´s .
As for money : that´s the easy part, no matter where he starts.
Hmm.... perhaps you guys are looking at this from the wrong angle.
Rather than talking in absolutes and wholes, perhaps what people should be talking is scale.
Preface: not sure if this is possible, but the concept is still valid as a theory.
(Yes this is an EVE example, but its fitting.) So, EVE. it has scaled mining. It is scaled to level of safety versus profit.
Higher safety = lower profit. Why not adjust fields in a similar way (or add a few new fields in places like leeds, just as a posible example)
So you have the newb fields. simple, relatively safe and enough of a profit for newbs to grow.
then you would have mid fields. average danger level, reasonable profit potential. Your average mining field.
finally you'd have the high fields. Very valuable scrap can be mined from them, but the danger is equally high. These would be in places like major battlefields (past or present) with NPCs roaming, along with players.
Of course, the high fields would have to be set in areas that are very dangerous for junkers. (though to be honest, junkers could use a few more enemies for this to work better)
But this is all just an idea that popped into my head.
(09-12-2014, 03:49 PM)Sabre Wrote: Hmm.... perhaps you guys are looking at this from the wrong angle.
Rather than talking in absolutes and wholes, perhaps what people should be talking is scale.
Preface: not sure if this is possible, but the concept is still valid as a theory.
(Yes this is an EVE example, but its fitting.) So, EVE. it has scaled mining. It is scaled to level of safety versus profit.
Higher safety = lower profit. Why not adjust fields in a similar way (or add a few new fields in places like leeds, just as a posible example)
So you have the newb fields. simple, relatively safe and enough of a profit for newbs to grow.
then you would have mid fields. average danger level, reasonable profit potential. Your average mining field.
finally you'd have the high fields. Very valuable scrap can be mined from them, but the danger is equally high. These would be in places like major battlefields (past or present) with NPCs roaming, along with players.
Of course, the high fields would have to be set in areas that are very dangerous for junkers. (though to be honest, junkers could use a few more enemies for this to work better)
But this is all just an idea that popped into my head.