Less than a thousand, AC, believe me, I fly one of those babies, and that thing can't possibly hold more than five hundred crewmen. And yes, close it down with Tau-31. Anyway, I like the idea of this mod (I KNOW there's a standalone Dynamic Economy on Lancer's Reactor somewhere, just have to find it) but I imagine it would cause lag like all hell, and would most likely produce dozens of easily exploitable bugs.
Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
' Wrote:I am happy with actual trade run and doesnt understand why the trade to tau 31 is unfair.
I see this mod as either useless (trade lanes changes to other trade lanes. within a few weeks, all of us would still be moaning about how dull trades are:P), annoying (we'd have to look for new trade runs), and a redundancy (the actual economy of FL works very well, why changing it?)
And to answer Xing: The dullness about tradelanes is the fact that you do the same *BLEEP* runs over and over and over. Having to check for currently profitable runs would only add to the fun of trading.
EDIT: It would also make it more rewarding for the people who are actually interested in playing traders.
I am fully against a dynamic ecomy in freelancer. The game in and of itself is very stylized and dumb down. No where does this game try to be realistic. I personally believe the static trade routes are just fine. They have been there from the beginning and they are what freelancer knows how to handle. The more and more I look into modding, I notice just how much the phrase Keep It Simple Stupid applies to this game.
Besides 90% of this community regards trading as painful work. I doubt they would be happy if trade routes kept changing.
EDIT: I forgot one other important point. Many trade routes exist exclusively to bring player traffic to certain regions. If that trade route stops buying / Selling no one will visit there anymore.
' Wrote:Dear God dont get me started on Tau-31. Give me one, just one explanation that makes that run RP at all. In an hour you transport what, over a million prisoners to a battleship that has a capacity of what, a little over a thousand passengers and personnel. Not to mention all the other issues there are with this "route." It's a glitch in the mod, not a trade route. Enough said about it, I mean it (this is not a thread to begin arguing about the Tau-31 run).
yes well it wasnt my intention to start aurguing about the tau 31 money glitch/ run
i was hoping that the mod i suggested was a plug-in capable server side mod. But i see from further investigation it definately isnt. which is a shame.
however it was not an attack on discovery either.
I think this mod has the most content and added features of any i have ever played.
Never mind was just trying to suggest improvements as this is what i was let to believe people were support... slowly not all of a sudden mind you.
I am very happy with Discovery and dont want to see it destroyed or changed too much... dont get me started on the battle ship ID system that is being debated... i dnt think it a very fair or good idea They have there place, and i dnt believe that they should be restricted to a select few, as the changes would have.
' Wrote:Besides 90% of this community regards trading as painful work. I doubt they would be happy if trade routes kept changing.
I don't know if I agree on that percentage, but I'll agree that the majority of the community dislikes trading. BUT there are at least two major trade-groups in this community. I don't think they'd put that much RPing into trading if they just thought it was a dull but necessary way of making money for other chars, am I right?
Trading opens up a lot of possibilities as well. Possibilities that aren't really exploited well enough in the game as it is. Static trade routes makes trading easy for everybody. Personally I think trading is dull because it's too easy. And it's also way too easy to make money trading. Just look at all the complaints about cap-ship *BLEEP* that has been argued several times. Cap-ships cost a lot of money, static trade routes generate a lot of money (fast). But this is all just my opinion.
' Wrote:EDIT: I forgot one other important point. Many trade routes exist exclusively to bring player traffic to certain regions. If that trade route stops buying / Selling no one will visit there anymore.
To this I can agree, but the routes that serve this purpose need not have prices that fluctuate that much. I don't know, but it seems logical that if you can control supply and demand, you could control the size of the fluctuations as well. BUT I'm just an amateur modder as I stated above and I don't really know how the mod works so my opinion might be logical but terribly wrong.
@Blue Velvet: It wasnt you that brought up the Tau-31 thing, so dont worry about it.
And I am one of the 10%, I personally enjoy trading very much, hence why I started a trading faction. I would personally enjoy the dynamic economy structure. Would make for some great RP for RepEx, and Im sure we could definitely affect the market greatly. But, I just think it would be a transition that would be VERY difficult to implement. I am no modder, but I would guess that even designing it would take a TON of work. I also think that it would be a very unpopular addition to Disco. Just my opinion.
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ON MY WAY OUT OF RETIREMENT
' Wrote:To this I can agree, but the routes that serve this purpose need not have prices that fluctuate that much. I don't know, but it seems logical that if you can control supply and demand, you could control the size of the fluctuations as well. BUT I'm just an amateur modder as I stated above and I don't really know how the mod works so my opinion might be logical but terribly wrong.
Well the problem is that in a dynamic economy it must be all or nothing. You can't have two static routes and have every other change. Though my percentage was inflated, those who fit that category will migrate to those static routes and never bother with anything else. Those route would then get over populated.
Now these arguments are all based on some sort of ramdonization process. (Ie. the game somehow detects how many units have been sold at place A and adjust the buy / sell accordingly). This process is a true Dynamic Economy. Whether or not this mod that is being suggested does this is unlikely. Essential you would have to turn the entire goods.xml into a variable, which more then likely will need a hard code change.
What this mod most likely does is create a seperate, but identical commodity for each buy location. For example, you have prisoners being sold on Harris, Cambridge, Houston and Harris. That would be 4 commodities with the same name, icon, and text, but all have different sell prices. You now have to take into account that each of these must be balanced and then referenced against each other. (Ie. you cant sell hamburg prisoners on Harris for 1000 when you can buy prisoners there for 200)
That is an awful lot of work for very little gain. Think about highly common items like consumers goods. I can't think of very many house planets that do not sell that item. Besides when you break it down, you are more or less looking at the same system we have already. I personally recommend living with what we have.