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Bazzle

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Everything posted by Bazzle

  1. Schematic pricing is still ridiculous. Take, for example, you want an AND operator for opening your doors. Something that you could make with three simple components and less than 100 h in materials has now turned into 500 h on the market or 544 815.89 h in schematics alone, at the now reduced prices. How is anyone supposes to sell what should be a 100 h part enough times ever in the game to make that back? Mind you, and this is not including the factory machines, I am assuming you already had that investment prior to .23. So even at the current market cost (which I will never use one at that expensive of a cost) of 4500 h, it would take 121 sales of what is essentially a fluff part to just break even. How does HQ expect to have an economy work with this being as ridiculously priced as this? I can go on the internet now and just look at a schematic on how to make an AND operator; this is silly. HQ wants this to be an R&D cost to limit entry. This definitely limits entry. However, HQ stated that they want this to be recuperated in approximately three months of sales. I cannot see selling 121 AND operators in a year leave alone three months, especially at the current market price. At a fair market price of somewhere around 200 h it would take ~2724 units to break even or, in my opinion, years of gameplay. The schematic for an advanced maneuver atmospheric engine L is 16 754 811.56 h alone, not including the millions of sub-component schematics, as the advanced burner alone is 677 8600.26 and an uncommon combustion chamber L schematic is 1 669 817.79 h. Given this, even a low estimate of 25 000 000 h is required to produce one engine. Current pricing on the market with only two available on Madis is 1 999 999, so about 12 units to recover the cost, but I don’t think a part that was selling for 200 000 h is now worth ten times its value. So again, around a 120 unit recovery to break even. The DU community is not big enough to support sales in these numbers at these costs.
  2. Going on from these changes, I wonder what protections players will have from buying mostly used elements or ships. I would think it would make sense to not be able to place an element on the market with less than its maximum number of lives. I am not sure that NQ has even thought about this, though. Also, if someone were to buy a ship from another player, we would need to see a “Space-Fax” report somehow, lol. There should be a way to view the item to understand better what one is purchasing.
  3. Yes, but those pilots also die forever too. I was more thinking of needing repair over the time of service. Maybe time in service would only be tied to the core life. Elements would have lives based on the tier level. So that a tier-one would have five, a tier-two would have 12, and a tier-three would have 25. I would suggest that the lives and HP would be exponential due to the cost of the blueprint and materials that are also higher tier. I would think this would have to do with what NQ was talking about with custom parts and being able to add HP or fuel efficiency would determine the number of lives or serviceable hours an element has. I also think that elements that use fuel or power would have hours and all others would have lives.
  4. I also agree with these posts. We play this game because it is a simulation, and it is what we might like to be able to do. In real life, we are still flying B52s designed in the 50s and intend to still fly them into 2050. The longevity of parts should be based on flight time for atmospheric (i.e., thousand hours) and SUs (i.e., hundreds of thousands) for Space. Yes, we may need to throw in a burner here or screws there to fix it, but three lives are crazy short. However, I do not agree with PVP only destruction. Maybe combat would decrease the hours due to combat like a multiple.
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