Player A is on Base 576 (not player owned). He has 10 Niobium Ore and 5 Hydrocarbons. He types "/smelt niobium", loses $100, and ends up with 100 Niobium. (Is this balanced? No. Could it be? Yes.)
Other things you could make include, but are not limited to: ship hull panels, manifolds, polymers, plastics, etc. ... The list goes on.
Add in low-yield fields everywhere for things like iron, aluminum, copper, boron, etc End goal: All commodities produceable from mineable goods.
Let's do it
Topic edited. My later post in the thread:
' Wrote:Smelting/crafting shouldn't be limited to some expensive player-base module that only big factions can support. It must be available to small associations of independents as well as big, well-organized groups. There are plenty of permanent bases which exist as smelting or production facilities, and these should be the target for a limited initial rollout of such a feature.
Smelting should not favor a command-economy world where factions are able to control commodity production in addition to everything else. You can take your laundry to the laundromat (permanent bases), or you buy your own washing machine and do it at home (player bases). If smelting/crafting is available on player bases, it had better be available on public, permanent bases too, and do not think about suggesting that it should be limited to a particular ID or official factions.
With the political hullaballoo out of the way, let's class production into a few categories:
Smelting: ore, simple metals, fuel, and credits go in; refined metals and alloys come out.
Manufacturing: refined metals, hydrocarbons, fuel, and credits go in; industrial products like polymers, plastics, and ship hull panels come out.
Crafting: industrial products and substantial credits go in; high-level products like luxury consumer goods, mining machinery, and nanocapacitors come out.
Farming/Terraforming: fertilizers, water, oxygen, terraforming gas, FloraGro, etc. go in; food, wildlife, furs, rice, etc. come out. Biodome bases and fertile planets
Enslavement (for Wraga): humans and guns go in, slaves come out.
I guess it is already done- ask Massdriver about it.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:Apparently it's already been coded, dude. Glad I asked. Why don't we implement MD's code?
it's not required here in disco as economy depends on buy/sell actions, not production. introducing production relations require really huge amount of players, just look at EvE. disco cant have much players to sustain such gameplay feature. it's just a problem of the FL itself.
Can't say I see the point in that. Apart from adding a tiny bit of realism that people currently just substitute with imagination. Also it would need a complete rework of the economy, what's a terribly lot of work as I hear - besides the coding.
' Wrote:Apparently it's already been coded, dude. Glad I asked. Why don't we implement MD's code?
Sure. Coded for MD's own mod. No one has any idea how well it will work with Discovery. Other mod's had working cloaks and jump drives and player docking to player ships long before Discovery did. Cannon tries to ensure all of our wonderful Hook magic gets along. As with every programmer I know, I doubt he wants to implement another person's code and then work through all of the issues it causes. I'd bet he would just rather not bother with it or code it from scratch to fit our mod.