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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Smelting, manufacturing, crafting, and farming

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Smelting, manufacturing, crafting, and farming
Offline jammi
06-05-2012, 11:01 PM,
#11
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' Wrote:it's not required here in disco as economy depends on buy/sell actions, not production. introducing production relations require really huge amount of players, just look at EvE. disco cant have much players to sustain such gameplay feature. it's just a problem of the FL itself.
Friday is currently working on balancing a production based system, heavily utilising the player base feature.

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Offline massdriver
06-05-2012, 11:01 PM,
#12
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' Wrote:Sure. Coded for MD's own mod. No one has any idea how well it will work with Discovery. Other mod's had working cloaks and jump drives and player docking to player ships long before Discovery did. Cannon tries to ensure all of our wonderful Hook magic gets along. As with every programmer I know, I doubt he wants to implement another person's code and then work through all of the issues it causes. I'd bet he would just rather not bother with it or code it from scratch to fit our mod.

If you want it so dearly, feel free to help.

"Sure. Coded for MD's own mod."
actually for disco (as well as orbital crago transfer plugin), I shared source to Cannon, dunno if he used it or not. anyway I made it "friendly" for integration as much as possible.

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Offline Ingenious
06-05-2012, 11:11 PM,
#13
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To be honest, I do not expect that every single one of the "reactions" made possible by such a plugin would be used frequently. In my mind, the goal of introducing such a plugin would be so that players could produce any commodity by obtaining raw materials and using lawful, unlawful, or neutral production facilities. This serves a richer RP environment.

I believe we have butted heads like this before, Victor, and I think I explained before that I am a proficient coder. Whether I need to spend my time coding and adapting an existing plugin is an entirely different question.
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Offline massdriver
06-05-2012, 11:15 PM,
#14
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' Wrote:To be honest, I do not expect that every single one of the "reactions" made possible by such a plugin would be used frequently. In my mind, the goal of introducing such a plugin would be so that players could produce any commodity by obtaining raw materials and using lawful, unlawful, or neutral production facilities. This serves a richer RP environment.

I believe we have butted heads like this before, Victor, and I think I explained before that I am a proficient coder. Whether I need to spend my time coding and adapting an existing plugin is an entirely different question.

craft blueprints are problem, as it's a huge task to make a complete list of them, place craft facilities, test 4523452345 times every piece. it's almost unreal for disco devs to redesign economy from scratch.

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Offline Friday
06-06-2012, 10:13 AM,
#15
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As massdriver pointed out - coding such 'recipes' is the easy part.

Balancing it into the economy is the hard part.

I however do not see it as being an impossible task.

The key is to establish a chain of production, from primary producers (miners), to secondary producers (crafters), to tertiary agents (haulers).

Value has to be added at each step, with prices accounting for the time and risk involved in each step.

So instead of mining something worth X at a distant point - you mine something and convert it locally. Then it gets taken to another location to be turned into something else, and something else again.

I am starting to get a sense of the prices that could be established. Look at player bases near mining zones. I can mine something and sell it at a local base for about 3000-3500 per unit. From there a ship can take it from the base, and sell it for anywhere up to 12K depending on distance.

All you need to do is imagine a small step in between. The ore gets taken to that local base for 3K, then gets converted to something else - and that something else gets taken away and sold for higher value.

In theory, you could apply this concept to just about everything in the game. But it requires a new way of thinking about the economy, and the concept of trading as an experience in its own right.

I know it can be done, and done well. I also know there would be a lot of resistance to it from people who do not understand, nor appreciate what is required in such a change.

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Offline Friday
06-06-2012, 10:21 AM,
#16
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' Wrote:craft blueprints are problem, as it's a huge task to make a complete list of them, place craft facilities, test 4523452345 times every piece. it's almost unreal for disco devs to redesign economy from scratch.

I already have a fairly comprehensive list of craft blueprints for commodities, as well as base modules to deal with them.

In terms of craft facilities, it requires code to tie production speed to existing NPC bases. You can't have a player base making stuff really fast - to sell where the price is high. Economy wrecked.

But the slowest rate you could make something could be 1 unit per second. That is 5000 seconds to fill up a 5K transport. That equals just under 1.4 hours. This timeframe is WAY slower than hauling it yourself from the source.

So in theory, any old berk could set up a base to produce something - they would just do it REALLY slowly - which is great for people wanting RP cargo (or have a lot of patience).

But we could add mining-mod style bonuses for bases built in the correct location, with the correct RP setup.

Again that is a code extension. It is well and truly doable.

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Offline Govedo13
06-06-2012, 10:22 AM, (This post was last modified: 06-06-2012, 10:22 AM by Govedo13.)
#17
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' Wrote:I know it can be done, and done well.
Thumbs up for you and Massdriver. If you need someone to do the stupid work that does not require a lot of knowledge but it is manual(simple) and time consuming I would be free after 2 months for such task.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline Friday
06-06-2012, 10:26 AM,
#18
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The best thing that anyone can do is think about the economics of it. Think about how much added cost is involved for you to make something out of two ingredients, or three, or four.

Think about how much of the cost to you as a money-maker is involved in mining, or hauling, or setting up a base to do stuff.

Also think about the logistics of having to deal with other people. This kind of economy relies on people - if you are a crafter, what do you do if there is not enough raw material?

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Offline Govedo13
06-06-2012, 10:39 AM, (This post was last modified: 06-06-2012, 10:41 AM by Govedo13.)
#19
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Indeed hence I am so interested it would work like in real world- A wants to have product P- A gets it subcontractor S to do it, S buy materials by M so at the end A pays the whole price of the process.
Knowing how the big corporations in Real World receive big contracts from governments then leave 90% of the work for their sub-contractors and then deliver the product shiny labelled as theirs- something like that could be made- but the Government or the big fish that orders should be the NPC bases.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline Ingenious
06-06-2012, 02:00 PM,
#20
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I think manufacturing goods on player bases is too risky. I think it would be better to implement this feature only on permanent stations where the location can be balanced without distance formulas,
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