Quote:Discovery FLHook is capable of recognizing a players ship/shipclass. It's also capable of paying out additional credits for certain deliveries as we've seen it in several trade events.
A possible "purpose" of liners I can imagine is one that gets additional credits for transporting human passengers. Possibly even have a more advanced system that makes those passengers require certain goods such as water, food rations/luxury food etc. in cargo hold which they consume during the trip.
This is best proposal, most interesting one.
Quote:It’s not about making money. Hell, for the minimal effort required compared to standard trading it should be less profitable. It’s about bringing something new to liners to set them apart.
When F2 F3 in reduced size window took more efforts than oganising of jump-trade?
P.S. . i just entire year see same arguments about standard trade require more efforts, about this trader-pirate-lawful maxima, about connections layouts, how jump trade ruin interactions and etc. While real problem in inner systems design, when systems which should be a chokepoint, havent even 30-40k distance between safe spots.
(03-12-2019, 02:51 PM)The League Wrote: I fail to see how wasting the Devs time with setting liners apart is worth it to anyone. There are so many other things that they could be spending their time on that are more relevant than setting liners apart from other ships. Generally people fly liners for roleplay, not trading. But here you are saying that we should "welcome jumptrading", and you want it to still be less profitable than it would be with the present prices?
Let me do a quick rundown for you. Jump drive batteries currently cost 10,000 credits each. Currently, jumpdrives use 420-450 batteries minimum (420 for JD2, 450 for 3 & 4), so you're looking at 4.2 mil to 4.5 mil per jump. Nerfing prices and cargo capacity would effectively remove any chance at profit. Actually, it is barely profitable as is.
If you add on to what your original suggestion was with making this special liner drive that you were suggesting have limited range, you would lose a lot of money, instead of making any at all.
Take it from a faction that jumptrades more than pretty much anyone else: There are already very few profitable jumptrade routes. Passengers are not one of them. You're better off jumping stuff like Xeno Relics and Premium Scrap.
There's alot of unwarranted aggression and condescension in that, but hey, i'll put it down to my perception.
If proposing this to the devs was the emerald city, then right now we'd be in kansas. I was hoping to open the floor to ideas and get people's take on the subject. Bouncing ideas off each other, thinking outside the box you know...
But hey, if all i'm going to get is very 'inside the box' arguments and current stat quoting then I too have lost interest.
Though as a last sirrah i guess i'll at least acknowledge your points. Let's say we make them jump capable. Bam. What a terrible idea right? That's where this becomes relevant:
(03-12-2019, 02:51 PM)The League Wrote: Let me do a quick rundown for you. Jump drive batteries currently cost 10,000 credits each. Currently, jumpdrives use 420-450 batteries minimum (420 for JD2, 450 for 3 & 4), so you're looking at 4.2 mil to 4.5 mil per jump. Nerfing prices and cargo capacity would effectively remove any chance at profit. Actually, it is barely profitable as is.
So if we wanted to realise some incarnation of this, what would we need to consider? Well firstly the economy. It could should be adjusted using the current arbitrary stats we have in place like tweaking sell prices and locations, or it could be reinvented with something new for liners. Perhaps a new range of commodities pertaining to liner jump trading controlled through FLHook. A popular idea of late is to attach bonuses to human cargo. Perhaps these bonuses could be annulled/limited when they are jumptraded. Then again we could make jumptrade exclusive cargo such as 'First Class Passengers', 'Aristocrats' or 'High Risk Convicts'.
Then there are the requirements for jumping in the first place. They're kind of expensive as is which kind of takes the edge of jump trading anything, but maybe this could be addressed with a new jump drive class for liners. One that consumes different, cheaper ammunition but could be limited somehow to prevent exploitation as aforementioned. Perhaps liner-specific coordinates with perfect accuracy but with limited uses.
Just some ideas on pieces and moves. I still welcome yours.