Best Of
Re: The Ideas Thread
I'd like to see a feature wherein players can write "Secret Files" within the game, which could be anything from (hopefully credulous) reports of incidents written by faceless government goons, that manuscript they're working on, entries from their diary, and so on. These secret files could be assigned a level of security (one per hacking level) and could be accessed by someone hacking into an appropriately leveled terminal, giving people more reason to hack and opening up story hooks in an interesting way.
It'd also be neat if it was possible for faction members to hack into the comms of another faction to read their news or faction talk for a limited time, giving people something to do while they're, say, trying to coordinate a cosmpiercer defense strategy.
Maybe it's silly, maybe it's an infeasible idea but I think it would be cool, and nothing is lost by saying something.
Fyrel
5
Re: Quotes
Debt has been safely interred in cold storage.
Good news for those with student loans!
Good news for those with student loans!
Re: Quotes
PasswordUpdate("I") -> Display($pass) -> DIC*S
The passwords for hacking, man...
And yes, it was dicks.
Sethysia
9
Quotes
Post your quotes here!!
--------------------------
Doot doot, blowing up props
You fire a blast of super-heated plasma at a tall power station, burning it.
--------------------------
Doot doot, blowing up props
You fire a blast of super-heated plasma at a tall power station, burning it.
Health: 640/640 PL: high [-W-] plasma burn station
You have recovered your balance.
Health: 640/640 PL: high [BW-]
You fire a blast of super-heated plasma at a tall power station, burning it.
Health: 640/640 PL: high [-W-] plasma burn station
You have recovered your balance.
Health: 640/640 PL: high [BW-]
You fire a blast of super-heated plasma at a tall power station, burning it.
Health: 640/640 PL: high [-W-]
You have recovered your balance.
Health: 640/640 PL: high [BW-] plasma burn station
You fire a blast of super-heated plasma at a tall power station, burning it.
Health: 640/640 PL: high [-W-] plasma burn station
You have recovered your balance.
Health: 640/640 PL: high [BW-]
Massani enters from the east.
A crane-armed carrybot and an aerodynamic drone follow Eoko from the east.
Eoko follows Massani from the east.
Health: 640/640 PL: high [BW-]
You fire a blast of super-heated plasma at a tall power station, burning it.
Massani falls lifelessly to the ground, dead.
Massani has died to misadventure.
A long bone, 2 bloody lumps of meat, a leathery wing, a polished bezoar, a scientific tracking chip,
and a length of scaled hide fall from Massani's lifeless hands.
Eoko falls lifelessly to the ground, dead.
Eoko has died to misadventure.
2 single kidneys, 2 strips of mottled leather, a length of scaled hide, 2 scientific tracking chips,
4 polished bezoars, a small gland, a tangled heap of entrails, and a dollop of black goo fall from
Eoko's lifeless hands.
A tall power station is consumed in a firey explosion.
You collapse to the ground, dead.
An alien tissue sample, a length of scaled hide, 2 jointed spines, a bunch of feathers, a handful of
splintered bones, a handful of fur, a meaty joint, a clear envelope of biomatter, a handful of
strange ooze, 2 dollops of black goo, and a collection of sinews fall from your lifeless hands.
Zaoul
6
Re: The Fledgling Economy or How I Learned to Stop Worrying And Love The Spreadsheets
=Addendum!=
I have finished compiling a full list of the all the Autofactory-crafted items and how much each of them cost to run a production cycle (buying raw/refined materials at 20 marks per ton and not including maintenance fees) and how much they will need to be sold for (per unit) on the open market in order for the Factory Owner to turn a profit.
Yeah. 6700 marks for a missile. 7100 marks for a probe. 11,000 marks for an astromech. Numbers need fixing. Here's hoping we can get it done soon.
I have finished compiling a full list of the all the Autofactory-crafted items and how much each of them cost to run a production cycle (buying raw/refined materials at 20 marks per ton and not including maintenance fees) and how much they will need to be sold for (per unit) on the open market in order for the Factory Owner to turn a profit.
Yeah. 6700 marks for a missile. 7100 marks for a probe. 11,000 marks for an astromech. Numbers need fixing. Here's hoping we can get it done soon.
Millette
5
Re: The tips and tricks thread
-- Breakers #1 (breakers) -----------------------------------------------------
Make: Akari Yards Class: Interceptor
Model: Corsair Owner: Unknown
Hull: 75% Shields: 75%
Bearing: Southeast Distance: 1su
-------------------------------------------------------------------------------
Make: Akari Yards Class: Interceptor
Model: Corsair Owner: Unknown
Hull: 75% Shields: 75%
Bearing: Southeast Distance: 1su
-------------------------------------------------------------------------------
I found out that you can figure out the hull and shield numbers of the incursions.
When you're locked on, simply SHIP SCAN. Or you can SHIP SCAN SHIP #XXX
Sethysia
7
Class Change
Was wondering if there was any chance we could get a free class change for those of us that embraced and totally regret it. Since the game is brand new, I know some of us embraced class only to find out it becomes really lack luster when you get your skills leveled up. A single free class change would be awesome, 50% lesson loss to change is brutal.
ekary
9
Re: The Ideas Thread
Something Midkemia had that I loved was a diminishing returns system for combat. If you were targetted by more than 2 people in combat, attacks would have a chance to miss you. The more attacking, the less likely you were to get hit. Helped mitigate the zerg effect.
Minion
7
Re: The Fledgling Economy or How I Learned to Stop Worrying And Love The Spreadsheets
=Autofactories!=
Okay, this is where the numbers are really going to start flying around, so bear with me here. So, continuing from before, we now have our full set of refineries that only charge a 20 mark processing fee, what next? Well, next we need some Autofactories. And this is a beast all its own.
You see, while a Refinery is mostly a 'set-it-and-forget-it' type of thing, Autofactories require more attention than a needy cat. The process for running an Autofactory is as follows.
- Step 1: Buy Autofactory (obviously)
- Step 2: Put up Market Orders to purchase refined materials that will be used to create the items your factory makes. They are stored in cargo storage on the station your factory is located on. Better make sure you have marks in your Cargo account to cover storage fees.
- Step 3: Manually run Production Cycles to produce intermediate materials/finished goods. Manufacturing is NOT a passive process.
- Step 4: Find a buyer for your quality items using a Market Offer -or- Ship your items to another station with active Market Orders for the product you're producing.
These steps all need to be kept up with, otherwise the money-making process stops DEAD in its tracks. Not only that, but there are complications and caveats.
Placing Market Orders - A hurdle to running an Autofactory is the fact that placing a Market Order for the necessary materials requires that you already have the funds on hand to pay for the order you're placing. These funds are taken and put into escrow (held aside by the system) until someone accepts either a portion or the full amount of items you want to buy. The escrow is paid out to the trader when they FULFILL the order by delivering the items to the station your factory is located at. So, say you want to buy 500 tons of iriil. Thanks to our reasonably priced refineries, we can buy those 500 tons at 20 marks per ton. But you will still need 10,000 marks on hand to buy that much. Takes money to make money.
Running Production Cycles - THIS is the big problem. And to get a better idea of it, I need to bring you into my magical world of Spreadsheets. Dare you enter?
As I wrote earlier, it is my goal to allow opportunity for profit to be made at each stage of production on the supply chain. The refinery owner gets a little, the miner gets a little, the courier gets a little, and the factory owner gets a little as well. Take the humble Repair Kit for example. It requires 1 Paristeel, 1 Transteel, 1 R-Glass and 1 Nanoplastic to manufacture. Or at least, that's what AUTOFACTORY WHATMAKES REPAIRKIT would tell you...
Only problem is that this isn't quite true. Look closer at the 'Min. batch size' there. 15 units. Now, you might be mistaken for thinking that that means that one production cycle means you get 15 units of repair kits out of the batch, right? Seems reasonable, even if the production cycle costs 3850 marks to fund. 3850 divided by 15, comes out to around 256 marks per kit. Quite a bit more than the 30 marks that they're being sold for in ship forges right now, but not breaking the bank too badly. Well, unfortunately, AUTOFACTORY TYPE REPAIR tells us a different story.
Yeah. Turns out that the Minimum Batch Size isn't what you get for the recipe. It's how much that recipe needs to be multiplied in order for you to run a production cycle. This means that it not only costs 3850 marks to produce ONE repair kit, but it costs 57,750 marks to run one production cycle of 15 repair kits. And that is IF the materials are ALL bought for 20 marks per ton! If you have to pay more, say, to cover the cost of refinery fees from Omni, the cost increases by orders of magnitude. And the ship forges are selling an item valued at 4,000 marks for only 30 marks.
= Summary =
In closing, my findings are that the numbers really, REALLY need to be retooled. I know how busy the admins are right now, holidays not even withstanding, but once things settle down, I would love the opportunity to be able to talk one-on-one with someone from the team and go into more detail about what I've figured out so far, and handle over all of my work to help with balancing this jenga tower of capitalism. Call me any time! We'll do lunch!
- XOXO, Millette
Okay, this is where the numbers are really going to start flying around, so bear with me here. So, continuing from before, we now have our full set of refineries that only charge a 20 mark processing fee, what next? Well, next we need some Autofactories. And this is a beast all its own.
You see, while a Refinery is mostly a 'set-it-and-forget-it' type of thing, Autofactories require more attention than a needy cat. The process for running an Autofactory is as follows.
- Step 1: Buy Autofactory (obviously)
- Step 2: Put up Market Orders to purchase refined materials that will be used to create the items your factory makes. They are stored in cargo storage on the station your factory is located on. Better make sure you have marks in your Cargo account to cover storage fees.
- Step 3: Manually run Production Cycles to produce intermediate materials/finished goods. Manufacturing is NOT a passive process.
- Step 4: Find a buyer for your quality items using a Market Offer -or- Ship your items to another station with active Market Orders for the product you're producing.
These steps all need to be kept up with, otherwise the money-making process stops DEAD in its tracks. Not only that, but there are complications and caveats.
Placing Market Orders - A hurdle to running an Autofactory is the fact that placing a Market Order for the necessary materials requires that you already have the funds on hand to pay for the order you're placing. These funds are taken and put into escrow (held aside by the system) until someone accepts either a portion or the full amount of items you want to buy. The escrow is paid out to the trader when they FULFILL the order by delivering the items to the station your factory is located at. So, say you want to buy 500 tons of iriil. Thanks to our reasonably priced refineries, we can buy those 500 tons at 20 marks per ton. But you will still need 10,000 marks on hand to buy that much. Takes money to make money.
Running Production Cycles - THIS is the big problem. And to get a better idea of it, I need to bring you into my magical world of Spreadsheets. Dare you enter?
As I wrote earlier, it is my goal to allow opportunity for profit to be made at each stage of production on the supply chain. The refinery owner gets a little, the miner gets a little, the courier gets a little, and the factory owner gets a little as well. Take the humble Repair Kit for example. It requires 1 Paristeel, 1 Transteel, 1 R-Glass and 1 Nanoplastic to manufacture. Or at least, that's what AUTOFACTORY WHATMAKES REPAIRKIT would tell you...
Only problem is that this isn't quite true. Look closer at the 'Min. batch size' there. 15 units. Now, you might be mistaken for thinking that that means that one production cycle means you get 15 units of repair kits out of the batch, right? Seems reasonable, even if the production cycle costs 3850 marks to fund. 3850 divided by 15, comes out to around 256 marks per kit. Quite a bit more than the 30 marks that they're being sold for in ship forges right now, but not breaking the bank too badly. Well, unfortunately, AUTOFACTORY TYPE REPAIR tells us a different story.
Yeah. Turns out that the Minimum Batch Size isn't what you get for the recipe. It's how much that recipe needs to be multiplied in order for you to run a production cycle. This means that it not only costs 3850 marks to produce ONE repair kit, but it costs 57,750 marks to run one production cycle of 15 repair kits. And that is IF the materials are ALL bought for 20 marks per ton! If you have to pay more, say, to cover the cost of refinery fees from Omni, the cost increases by orders of magnitude. And the ship forges are selling an item valued at 4,000 marks for only 30 marks.
= Summary =
In closing, my findings are that the numbers really, REALLY need to be retooled. I know how busy the admins are right now, holidays not even withstanding, but once things settle down, I would love the opportunity to be able to talk one-on-one with someone from the team and go into more detail about what I've figured out so far, and handle over all of my work to help with balancing this jenga tower of capitalism. Call me any time! We'll do lunch!
- XOXO, Millette
Millette
5