Best Of
Re: Quality of Life Wishlist
I will say that I don't really see any point to having to maneuver your ship around to scoop up gas. It's tedious at best, and not particularly accessible at worst, since it really requires being able to parse that visual feedback. I believe autopiloting to the coordinates in the beacon text will take you to the center of the cloud, and just sort of leave you there. It's possible to script something that sort of works, but I don't think that's very ideal, and sort of increases the barrier there in another way.
There isn't any text saying that there is further gas in x direction, which might be an okay compromise if the scooping mechanic sticks around.
There isn't any text saying that there is further gas in x direction, which might be an okay compromise if the scooping mechanic sticks around.
eel
1
Re: Announcements post #79: Rogue refineries and autofactories.
I think that the absence of ground pvp here is fine, since it's a pretty transparently pure space endeavor. We definitely need more opportunities for ground pk, but while there is a very slim chance here, I don't know that we need to expand upon it in this particular system. Ideal circumstances for ground pvp would be something where travel time isn't substantially long and getting back at least a few times before it's over is totally possible, not something where you get exactly one chance to wipe and then you're done.
That aside, I'm pretty optimistic about where this can go, with some tweaks.
That aside, I'm pretty optimistic about where this can go, with some tweaks.
Rhindara
2
Re: Announcements post #79: Rogue refineries and autofactories.
Rhindara said:
- Pirate autofactories seem far more rewarding than pirate refineries right now, since the value of the manufactured things you get is generally much higher, though the quantity is around the same. I'm not going to make suggestions on which needs to be adjusted and in what direction, just pointing out that there's definite disparity, to the point where I won't generally bother with refineries unless they're something rarer.
I'd put this a step further - the type of the autofactory matters a lot too. 50 repairkits is like, whatever, but 50 arrays? Oh boy, sign me up.
On one hand this means potential pirate hunters can afford to be picky because they know what to expect in advance, but on the other, perhaps some normalization would be good here.
My other concern is that from what I see, potential PvP is limited to ship fights. At least in cosmpiercers you have to disembark to hack terminals over time. Here, it seems to be a "one terminal and you're good" kind of deal, which means the window for on foot PvP is very narrow - that's if the other people don't decide to just blow up the factory from space.
Still, generally speaking this looks very good. Another thing to do in Starmourn, and one with potential of getting lots of players involved.
Cubey
1
Re: Mining spec
I guess you are now getting what I have been saying, but you weren't before. Or you were choosing to ignore it. Which was it? Because I kept reiterating the same thing and you started with a fallacious argument that there is a comparable barrier to entry between PvE and mining. And your condescension towards Poet and I is both unnecessary and insulting so, like her, I'll bow out of any further engagement.
Slander
1
Re: Mining spec
You keep saying that you 'need to support miners at the start' which is conceptually a great idea. Except, there is no 'turning point' in your scenario. You will be continually using marks, I assume from donations from bashers, or credit sales, to make mining WORK. You can say all you want, that is not a HEALTHY economy.
A working one? Sure. It works. That doesn't mean shit really, you can bandage and duct tape and baling wire all kinda shit to make it "work". Doesn't mean you should leave it at that and never get around to fixing it. A HEALTHY mining economy has a very easy to follow set of requirements.
1) People do the leg work, the back-breaking time in the tunnels(space).
2) THEY MAKE A PROFIT (Selling raw resources)
3) People take the mined resources, and they go refine it
4) THEY MAKE A PROFIT (Selling to manufacturers)
5) People take refined resources and make finished goods.
6) PROFIT.
If at any stage during this you have to subsidize to prop up a stage of this chain, it is not healthy. Maybe it works, sure. But the gameplay loop is unhealthy. To suggest otherwise is just being weirdly loyal to a draft of a system. It's stubbornly saying, "we managed to make this work, so you're just stupid" when someone is trying to say, hey in the game this system isn't fun, nor profitable. Which means it is unhealthy.
A working one? Sure. It works. That doesn't mean shit really, you can bandage and duct tape and baling wire all kinda shit to make it "work". Doesn't mean you should leave it at that and never get around to fixing it. A HEALTHY mining economy has a very easy to follow set of requirements.
1) People do the leg work, the back-breaking time in the tunnels(space).
2) THEY MAKE A PROFIT (Selling raw resources)
3) People take the mined resources, and they go refine it
4) THEY MAKE A PROFIT (Selling to manufacturers)
5) People take refined resources and make finished goods.
6) PROFIT.
If at any stage during this you have to subsidize to prop up a stage of this chain, it is not healthy. Maybe it works, sure. But the gameplay loop is unhealthy. To suggest otherwise is just being weirdly loyal to a draft of a system. It's stubbornly saying, "we managed to make this work, so you're just stupid" when someone is trying to say, hey in the game this system isn't fun, nor profitable. Which means it is unhealthy.
Rylek
5
Re: Quality of Life Wishlist
- Add means to display inventory items/worn gear that are nearing decay with the use life left
- STATION NEAREST <zone|ME>, similar to VOIDGATE NEAREST (which could also use a ME option instead of manually inputting your zone)
- Have VOIDGATE/STATION NEAREST also display the zone and coordinates of the feature of interest
- This might be a little involved for a QoL, but the crux is, make vehicles practical to use. The indoor dismount requirement is very annoying, and given the inherent nature of Starmourn travel and the small scale of most areas, the eq cost and inconvenience outweigh any movement benefit. I'd suggest dropping all of the manual management involved with the current VEHICLE commands. Instead allow players to move seamlessly, but change their movement speed accordingly if indoors/outdoors and just add flavor messages about getting in/out of the vehicle, if you want. This could be a CONFIG AUTOVEHICLE option. I was going to alternatively suggest maybe having different vehicles give movement buffs in accordance with the environment type, like speed boat vs dune buggy etc. (translation: $$$), but I guess this is the future where everything hovers.
Azlyn
2
Re: Mining spec
Apparently, I should take about 500k marks out of the faction accounts to pay myself for mining. I'm ok with the factions being involved in the economy, but if one part of it only works if the factions subsidize it from the get-go, then I don't think that's a working model.
I'm done with you though. I get that you think things are fine. I disagree. Even if they are "fine" they aren't fun, and I still don't think they are balanced.
I'm done with you though. I get that you think things are fine. I disagree. Even if they are "fine" they aren't fun, and I still don't think they are balanced.
Poet
1
Re: Quality of Life Wishlist
Mining queues that are in human intelligible numbers. Hours, minutes, something. [IMPLEMENTED]
Poet
1
Re: Mining spec
I'm all for a balanced economy by the way. That's part of what this thread is about. I'm not saying just throw the whole thing out the window. But, miners should not have to jump through so many hoops to get paid.
And, I'm not sure how my being in one faction or another should make any difference. Market orders are market orders. Unless you are compensating miners out of faction funds in some sort of shadow economy. I would argue that that defeats the purpose, and only makes my points truer.
As Slander says, there's no barriers to bashing. You are given everything you need. If we wanted to bring parity, we'd have to institute "sorting fees" So, you drop off your junk at the pawnshop and the guys like. "Well it's gonna take me a minute to see what's useful here" and then you'd lose money for 8 or 10 hours while he sorted it, and then he'd send you halfway across the galaxy with some scrip you could trade-in for a fraction of what the original junk was worth.
And, I'm not sure how my being in one faction or another should make any difference. Market orders are market orders. Unless you are compensating miners out of faction funds in some sort of shadow economy. I would argue that that defeats the purpose, and only makes my points truer.
As Slander says, there's no barriers to bashing. You are given everything you need. If we wanted to bring parity, we'd have to institute "sorting fees" So, you drop off your junk at the pawnshop and the guys like. "Well it's gonna take me a minute to see what's useful here" and then you'd lose money for 8 or 10 hours while he sorted it, and then he'd send you halfway across the galaxy with some scrip you could trade-in for a fraction of what the original junk was worth.
Poet
2