So, there are a lot of different ships on the sirius market.
There are Shipyards producing them.
Now, what about this:
Each shippclass has a limited amount of produced ships in-game at it's sale locations.
Each of the selling location can hold a number of the ship(s) it sells.
If a player buys one of those, there will be one less availible on the station for <time>.
Example:
-Liberty Gunboat at Norfolk shipyard:
5 are availible each <time period> (i.e.: month)
Player1 buys one of them.
4 are availible until the amount of ships of this class availible will reset.
Now, in numbers.
There should be more fighter class availible than bombers.
More bombers than Gunboats .And so on.
As a fixpoint I would say, there should be only 1 BS availible, 2 cruisers, 3 Gbs for an period of time. If that/these is/are sold out, you can't buy one.
Maybe the period of time the availability gets reset should be longer as bigger the class of the ship is.
That would definetely limit the amount of caps out there.
It would make the ship trade forum more important.
I spose it'd be more realistic as well as attempting to reduce cap spam.
I think you need to sort your maths out though, If the base has 5 Gunboats and a player buys 1 then there are 4 left not 2. xD
Also I think the 1 Battleship, 2 Cruiser, 3 Gunboat maximum a month may be a little unbalaced.
I mean the ratio shouldn't be just 1:2:3
Probably more like 1:5:10 or something.
Plus you got to worry about putting limits on these things. If a player wants a ship, spends all his time earning the money for that ship, only to find that he has to wait an entire month before he can get hold of it. Odds are he might just say "whats the point" and quit.
I know if after a whole month of mining in my crappy little ship doing my wrist in shooting little rocks all the time. At the point I got my Libby GB I was glad that all my wrist ache had managed to get me something I actually wanted, even if I still couldn't afford the guns for it and was using fighter turrets for the first 5 days. xD
I don't think I would have continued playing if what I was working for was unavailable.
' Wrote:I spose it'd be more realistic as well as attempting to reduce cap spam.
I think you need to sort your maths out though, If the base has 5 Gunboats and a player buys 1 then there are 4 left not 2. xD
Also I think the 1 Battleship, 2 Cruiser, 3 Gunboat maximum a month may be a little unbalaced.
I mean the ratio shouldn't be just 1:2:3
Probably more like 1:5:10 or something.
Plus you got to worry about putting limits on these things. If a player wants a ship, spends all his time earning the money for that ship, only to find that he has to wait an entire month before he can get hold of it. Odds are he might just say "whats the point" and quit.
I know if after a whole month of mining in my crappy little ship doing my wrist in shooting little rocks all the time. At the point I got my Libby GB I was glad that all my wrist ache had managed to get me something I actually wanted, even if I still couldn't afford the guns for it and was using fighter turrets for the first 5 days. xD
I don't think I would have continued playing if what I was working for was unavailable.
Math ? Look again.
Balance ? Ye, might wanna change that, but it was something you might consider an example.
If you trade/mine for something you find unavailible for a month go to the ship sales or to another selling point.
I hardly doubt there are more than 3 Liberty Gunboats sold in a month on both selling loactions.
Also, people are always screaming for that flexible market or however it's called. This would be part of it in my opinion.
Like I said in my original post, too, you want to reduce cap-spam ? - This is a way to go and it is, in my opinion, better than a loz of other ideas.
Out of all the ways of possible restricting the capship usage, "first come first serve" is probably the worst one.
Think codehunters. You'll get basically the same thing - those with most time on their hands will get the rare ships right after restart leaving those with lives or different timezones with no other options than buy it second-hand at a quite increased price.
I sort of like the idea. Ships might be mass produced, but there's gotta' be a limit to everything. Do that to the Order, for example. Limit Osiris for 1 8-)
' Wrote:That would definetely limit the amount of caps out there.
' Wrote:where from comes that fear from capspam? - it has never happened in the past - there have never been indications that it might happen - and no matter what... the capital ship population is around 10% max off of the entire ships on disco - and always has been.
' Wrote:Out of all the ways of possible restricting the capship usage, "first come first serve" is probably the worst one.
Think codehunters. You'll get basically the same thing - those with most time on their hands will get the rare ships right after restart leaving those with lives or different timezones with no other options than buy it second-hand at a quite increased price.
Lawl, My job each month'd be the first one to buy that Liberty Dreadnought + Ossie.
Then what?
Then I sell it on the forums, for 140% + Price.
Lets see how people'd like that.
Hell, I'd even push it to 2x its original price.
This idea is interesting. But the problems are, new players that doesn't know/know how to use the forums'll quit. So massive player number decrease (Since a crapload of the population on server is made of players who actually just play the game, instead of us no-lifes' typing on a forum). Second, as previously noted, people'll inflate the price up to who knows what... then everyone'll start to be the first one that grabs that battleship, and it becomes a competition of who gets the ship first...
Fun? Lolno. Yes you'll restrict the amount of caps there is, but with disappointments overweighting the benefits.
I agree with the idea that the OP is suggesting, which is that shipyards should have some way of making shipbuilding a reality in game.
That being said, I think it should be limited to caps. Limiting fighter production won't be fun for anyone. Secondly, making a system where only a certain amount of capships may be sold in a certain time might lead to problems. Lets say the timer restarts, and all those capships are immediately bought by lolwhutts. Now, if an official faction wants to buy one, or a responsible indie wants to buy one, they are punished for not being as quick as the lolwhutts, and the lolwhutts end up being the only ones representing the factions capship RP.
If there is a suggestion for how such a situation could be avoided, I would support this.
Second thing I would suggest is that factions that control the shipyards can somehow effect the amount of ships produced, and that they could somehow profit off of it.