This can be good actually, but only if implemented to some ship classes. Like cruisers, battleships and (big?)transports.
Results? Reducing capspam and "pls killme" traders
(04-07-2014, 12:09 PM)Zayne Carrick Wrote: This can be good actually, but only if implemented to some ship classes. Like cruisers, battleships and (big?)transports.
Results? Reducing capspam and "pls killme" traders
It about making it realistic.. What real will it be if implemented to just a "specific" category of ships ??
(04-07-2014, 12:09 PM)Zayne Carrick Wrote: This can be good actually, but only if implemented to some ship classes. Like cruisers, battleships and (big?)transports.
Results? Reducing capspam and "pls killme" traders
It about making it realistic.. What real will it be if implemented to just a "specific" category of ships ??
Well, one place to start work on is possibly the player base plugin. Perhaps giving it more factories, like - mining,production etc. However, I still wish to see dynamic economy, especaily with ores - the ores killed the tradings/smugglings and I know this for a fact because its visible. Also, rather than buffing house commodities, buff edge/border worlds - give them a meaning. For instance, give junkies, or zonnies - more options with their trading - they are already the most active faction in discovery - you want to preserve that.
Problem is, people view these factions as "hand-outs" - but infact, if you consider them as an investment, it flows like a river.
That makes things complicated for newish players who buy a ship and are in money constraints. Also me, for example, have only a million on all my VHFs, so that would be my biggest problem, when I die everytime.
transfer money to the other guy when I die then I will never have money on the char I am flying and only have some char on it when I need to buy something
If you want a "death penalty", create a commoditiy like "Fuel Canister" which costs 4 millions, and is required to run your engine - otherwise you wouldn't be able to thrust and cruise.
We already have such for the wild cloaks, which require a powercell, costing 4 millions (used to be 1 million before), to run their cloak. So every time they die. They got to buy a new one.
That combined with ammo costs, gets you to +5 millions each death. I for example "lost" already hundreds of millions with that.