Another thing that @Lythrilux proposed was having certain systems dedicated for missions and cap activity from multiple factions. He mentioned it as for the Omicrons redesign, specifically in bringing back Omicron Zeta as being the only system to give relevant missions for farming Nomads for Core and Order. He had this idea for the Omicrons in regards to Nomads, but it doesn't mean we can't use some of the existing systems we already have for stuff like that.
Systems specifically made for missions along with a buff will ultimately generate significant activity. You now have pvp/pve ships willing to make money as well as pvp/pve ships from a different factions willing to pew the money-makers.
Quote:You straight up cannot compare missions to trading - it's like comparing snub pvp to cap pvp - it's different strokes, with a higher level of base investment compounded into the only end game Disco had, all with its own risks and opportunity for activity generation.
When looking at it from a money creation and economic effect standpoint, it's kind of required to make that kind of comparison.
That ultimately goes back to how it interacts with activity. The flawed argument with the post that pushed for the nerf was that hitting missions would push people back to the lanes - it did not - as it was believed missions were directly killing trading and piracy thereafter. Missions have their own principles for how they generate activity, it's just different.
Omicron Tau when Hades was there, was the best example of how missions would generate activity, even outside of prime time. It felt like a true frontline and you could see Zephyrs ambushing Ranseurs, Sarissas retaliating, Deimoses plowing through NPCs only to get attacked by a player OC group. It generated great activity overall.
I'll look at this thread more, later, but the first thing I want to say is that the best trade routes actually yield towards $150m/hr. Typical ore trading routes yield about 100-140m per hour, with most yielding about 120m/hr after paying miners. Smuggling routes yield about 40-60m per hour, with the best ones yielding a potential of 80m/hr if done with a non-smuggling faction that can use 5k transports. Some smuggling routes can even yield 120-150m per hour, but these types of routes have lawful docking locations, and are only doable by lawful characters. Basically, lawfuls are the best smugglers, the best traders, the best ore haulers, the best miners... Unlawfuls get less money as a result for their increased risk.
Additionally, missions create groups and cooperation, along with enemies who will try to steal your loot. They have a vastly increased risk of losing your profit, as enemy warships will not tax you for a small percentage of your profit; they will blow you up, take all of the loot, and sell it themselves. No complaints here; I'm just saying that this should be factored into the rate. Additionally, trading can be done in a ship that costs $100m, and requires no skill to do effectively. Missions require at least some small degree of skill, and require the use of an extremely expensive ship with extremely expensive armor and equipment. Additionally, battleship missions were supposed to be one of the forms of endgame. You trade so that you can buy other ships. Trading should be a means to an end; not the above-all endgame. I've no problem with trading being among the most profitable ways to make money. I have a problem with it being the ONLY effective way to make money.
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Mephistoles
Yeah the only way I can come up with that number is assuming you're making $14000+ of pure profit per leg of a two-way ore run that takes an hour total. And that gets into the distinction of "lawful trading" vs "lawful mining" and I don't know if we want to have that discussion.
On-topic though: I've prototyped and tested an NPC bounty system. Works well, I just need to figure out what the numbers should be like, which will likely involve running a bunch of missions plus spending 15-30 minutes in various systems ratting patrol NPCs to see what kind of numbers you get out of a bunch of rank 13-16s. Obviously with rank 17-18s it'd be a lot better and rank 19s the best as far as fighter ratting goes. Need more cap patrols to test with though, and missions are going to be interesting to figure out.
(05-29-2019, 10:34 AM)Markam Wrote: I really want cap patrols shooting other cap patrols back, Dundee was a blast.
Make it a profitable activity, and we have PvE content right there.
Thinking the same thing, it can also provoke PvP when someone sees you firing at either side of those NPC wars, so thats always welcome for activity
Yea, Dundee was a lot of fun,back when i had only LABC , going there ,finding Bretonia Capital patrol and sticking to them until Valor patrol shows up was unuiqe expirience .
(05-30-2019, 07:55 AM)Kazinsal Wrote: On-topic though: I've prototyped and tested an NPC bounty system. Works well, I just need to figure out what the numbers should be like, which will likely involve running a bunch of missions plus spending 15-30 minutes in various systems ratting patrol NPCs to see what kind of numbers you get out of a bunch of rank 13-16s. Obviously with rank 17-18s it'd be a lot better and rank 19s the best as far as fighter ratting goes. Need more cap patrols to test with though, and missions are going to be interesting to figure out.
Am looking forward to see this implemented in the game. Finally wasting time shooting NPCs while the server is empty will have its rewards