Jump to content

Wildcard64

Member
  • Posts

    17
  • Joined

  • Last visited

Everything posted by Wildcard64

  1. I mean at least let me stand on my ship and dock another ship to it... I'm pretty sure it was working for a bit only at .23 did I notice I had to be on the ground to dock, maybe it was just because it was smaller ships but ya. #LockingLandingGear!
  2. I really want to run through all post about docking and just say locking landing gear. Common NQ let get this fixed. You don't realize how not fun it is until you thought something was attached and then watch it fall of smack you in the face and blow up your ship, one life down =( But I just got done building my carrier loaded up my small ship and went to go explore and bam ship goes boom...
  3. Is this currently also including the bots? This is pretty darn cool
  4. Where are you going with this, sorry I'm not following. I do agree that it should be a amount of time before you can manufacture top tier items.
  5. If you had read what I had actually wrote i am advocating for removal of bots with no wipe, let the market balance itself and we continue on. But thanks for you useful input.....
  6. All the more reason to remove all bots and make schematics player made.
  7. Sure give this out, ill design awesome ships with out ever putting in any work into the economy and then sell them for lots of money and sit on my big fatty nest egg, game done!
  8. Could you elaborate or is this just a one liner to bump the post to the top?
  9. I would like to set a counter point to wiping the economy. I believe Xennial is right in the fact that we would see a massive drop in ore prices with the removal of bots, but I don't we that this would be a bad thing. The drop in ore prices I believe would spur more manufacturing by which would reduce the cost of elements in the end. This could be very beneficial with the current 3 live and your element is out a reduction of price on said items would be a useful thing. Also the reduction of price would mean that one would have to actually not have to try as hard to be able to build ships which would help increase the pvp aspect. I do understand there there is the large gate of schematics for production, and this would need to be addressed in some way there would be several ways to address this but the easiest would be to make it player craft able. I agree with penwith that life is not fair and we shouldn't aim to make it fair. I do believe that you should be able to get out what you put in. To make life easier for the casual player we already have a way to help with that, they are called organizations. When you pool your effort big tasks become easier, say you want to make wrap drive get enough people together then everyone only puts in a little effort and you have a full production line. But we cant crank out a drive from everyone at once, that fine they are casual players they can wait a little bit right? So far I have stayed solo and I have no complaints about the game, minus the beta bug issues but hey its beta. That being said if you can get the markets going that can actually help the solo player because now I can make one said component and make money and not have to rely on a huge org to get my stuff. And until the markets become more useful and higher used the only way a player will succeed is in an org as there is not a huge drive for orgs to sell on the market. They will make the stuff they need, and to make quick money just sell the ore. There is no major drive to sell components or completed items. Because this is a game I think it is even more appt to be able to be the perfect market, because there are factor we don't have to take into account. But i would argue that the taxes that are collected in real life are still driving the economy because they don't make money just disappear the same way bots do. When we pay property tax and that goes for the fire department, guess what that money goes to the fire fighters that then spend that money for things in their life and the fire department buy fire trucks. Bot buy ores and the ore goes poof and money comes from an invisible pit, and you buy a schematic and you get something pulled outa thin are and that money goes poof! I still don't see how bots are helping.
  10. I 100% agree with this. Especially if the schematics were able to be player crafted. At which point there would be minimal in and minimal out, leading to a more stable economy. The thing with pricing if there is no items that are artificially priced then the prices of the market will reflect labor times. Which if any ore was a price then the pure form would be math function of that, thus costing a little bit more because of the time needed to make it. Ex. using the current bot price of hematite 25. accounting for no skills it takes 585 hematite to make 405 iron pure. so we take 585 x25 we come up with 14625. this would be the raw cost to make one batch of iron. Now we take 14625 divide that by 405 and we get 36.11 so that should be the raw cost of iron pure. then we tack on let say a 10% markup. this leaded us to a per cost unit of 39.72. Will the above always hold true, not always, but the exceptions to this will either be ran dry super fast if you are under cutting but then that person is choosing to under value their own work, quick sell vs better profits or the market it self will correct anomalies. If you take the above calculation and replace the price of 25 with any other number it doesn't matter what it is it could be 1 or 1000 as long as the root calculation can hold true then and only then will the market stabilize. As long as NQ is trying to add or take away money the above calculation will be like trying to balance a razor blade on another razor blade. So if I look around on the market I don't see the happening at all. The price of iron pure is under the cost of hematite due to the bots. To be a true simulation of an economy you shouldn't be aiming to create or remove money, money truly is only a representation of labor. The daily login reward should really be a number representative of something, like if you save one weeks worth of login rewards you can build a small ship. So then you would need to calculate the average cost of said ship with current market prices and divide it by 7 days and then you have your login reward. So this amount could be 10q or it could be 1000 but this in of it self would cause inflation of the market over time. All in all i don't see a way for the market to function properly with bots
  11. Instead of selling to bots you would be selling to other players, one could still make money, if there was an over abundance of an ore it would drive down prices. This would then lead to the opening of making money based on moving ore from one market to another. would it not?
  12. That's about it I just wanted to say that the bots in the markets are ruining the markets for everyone. But on a serious note how are they expecting the markets to stabilize if the is a constant sink for selling ore? I would love to see the market load up with cheap ore so i can go buy it make some items and sell them, or move cheap or from one market to another, kind like what is happing with schematics right now. This would surely start trading. Right now I can go pull some ore out the ground sell it with no effect on the market and by them items I want. If they are really concerned with injecting cash into the economy, up the daily reward and maybe even add a new player bonus. What are your thought?
  13. I also agree that the bots should just be removed, if they want or need to inject money, up the daily reward and or add a starting bonus for new players. But at this point they were talking about how one could find a niche in the market but I am having a hard time finding that, as I can sell ore to bots for less work then say making a container line or even just a hydraulics line. Since they added schematics to slow down progression but left an open door to fresh money, selling to bots, all I see really happening is removing ore out of the ecosystem by selling to bots. To be a true economy you have to circulate items, goods and labor. If all I am doing is digging ore out of the ground and selling to bots I am not contributing to the growth of the economy. Just saying I believe the bots are killing the economy.
  14. So simple idea from Space Engineers, Lockable landing gear. The ability to lock landing gear to a surface, this could be used to board ships, help recover ships when either raiding or recovering after damage. Could also be used to add game play features like Space tugs, overly powerful ships to help space haulers leave and return from space to the surface of a planet or moon. on hauler and 4 tugs to bring in an heavily laden L core ship that is only meant for space travel. This could help reduce the reliance on AGG and or the abuse of said AGG. Also how cool would it be to have fighters on the deck of a mother ship release from the deck and capture a hauler and bring it back to the mother ship for docking all with out the need to completely disable the ship. Magnetic boots so you could safely walkaround on the outside of ships to help facilitate repairing or capture of ships.
  15. Looks like a misunderstood that part, though i still think the above idea would add depth to the game rather then a hard limit on component lives... not three strikes and your out but a it will cost ya to be to cheap. and an opportunity for a new way to make money.
  16. Ok so ill start off with not sure if this is the right place to put this, it is more of a counter idea to something mentioned on the stream going over .23 release coming up. Toward the end of the video Jc mentioned Ship lives, not sure if it was mentioned else were, i have tried to re-watch it but did not find if he mentioned it elsewhere but this seems like a really bad idea to me, and seems to go against the idea of realism / simulator DU is shooting for. So he mentioned not wanting to fly with a ship that only had 1 life left that most people would want to fly with a ship with 3 or something. This is not even close to real and would be a really poor idea. Hear me out. I look around at real life and let take cars for example. There are some really old cars out there some beaters and some in really good condition, but i guarantee that even some of those really nice cars have seen a rough life at some point. Some have had new engines put in them but some are pristine all original just really well taken care of. Are there some car out there that burn to the ground and there is nothing to save sure. But i have also seen some car that were in really bad condition fully restored. I guess what i am trying to say is putting a hard limit on how many times a ship can be fixed till it is "dead" seems like a really poor idea. What i would like to offer in it place is a, I feel, much better idea. Not only a better idea but something that could be expanded into a whole other level of game play. Instead of a ship life how about an component life. To begin with you could literally just say an engine or some other component can only be repaired some amount of times before it can not be repaired again. This in it self would drive ships not to die but have to be maintained. if you are constantly running into pirates and they are shooting out an engine, then it will cost you replacement of an engine or multiple depending on your ship obviously. So to bring the whole new game play to the game would be to add a mechanic class of sorts. Let add on to the component life, now when you go to repair an item rather then just fully fixing it now when is it damaged one of the stats take a hit. So sticking with engines, when repaired now it will out put less thrust then it did before. But hold on how does a mechanic play into this well rather then just pulling out your fix everything tool and slapping a patch on it with some scrap, maybe now you have someone fix your ship for you because they have talents into proper repair of said item.and rather then using scrap said mechanic has to use a % of the original items used to craft the engine. This could reduce the loss of your thrust on your engine and or set it back to original level based on the level of skill of the mechanic. So now you have back yard mechanic vs Trained and certified repairs. For this service you could charge a fee, you have just made a new class Mechanic! Now take it a step further you have mobile mechanic, same as above but someone that comes to fix your ship in space. This is a step above you just slapping a bandaid on it to get you home, maybe if you repair it you wont have enough lift from the wings to get you safely back into the atmosphere with out crashing and burning into a glorious ball of death, so you call out the guy or gal that has the skills to get it fixed better! But no one wants to sit there and repair ships all day in this new age of technology right? So what about repair facilities. So you called out the mobile guy to fix the ship or maybe you were able to fix it yourself. But you need better repairs. So now you take it to a repair shop. You drop your ship off at the repair shop, they scan the ship and it is going to take X amount it items to fix everything back to original stat, and a mount of time to complete all the repairs ( this would be a % of the original items used to make the damaged parts and a % of the time also taken to make the item(s) that are needing restoration). you let the customer know and then charge for the repairs. you comeback and get you ship after a set amount of time. and all parts are now as good as new. Also if you drop your ship off with a blue print they could also fix all of your honeycomb to its state that matches the blue print. Now you want to have a little fun, add in the ability for mechanics to upgrade/tweak items for better performance, trying to squeeze out every newton of force or maybe just trying to lighten the load. A mechanic can do that for you! This idea comes from watching the mandalorian. In this new season his ship has been damaged multiple times, he has fixed it, he had a hack of a mechanic fix it and then had a really good mechanic fix it. This idea could add great depth and fun to the game play, ship lives will not. They will ruin it i promise. So in short i think it is a very game braking idea to only be able to fix a ship so many times before you have to completely rebuild it, especially with the addition of the ability to buying a one time use blue print for ships. If i buy a heavy freight hauler i am going to run into pirates and i am going to get shot at, why would i buy someone's build if i am going to loose it after three run ins with pirates. I am not! You are breaking your own game play by doing this. At least start off with item lives not ship lives. At least this way i only have to replace items not the whole ship. And if you want to give cores lives then figure out a way that i can replace it. I will not PVP if i have to completely rebuild my ship every so many times. What are your thoughts?
×
×
  • Create New...