Best Of
Re: Economy thoughts
1. My freighter is not a combat vessel. I think it would be nice if, lacking weaponry altogether, it could turn fast. Normally it's a maneuverability vs power tradeoff on other ships: I have no power. I'd like to not move like molasses.
2. Most (>50%?) of the time, I find a decent haul pretty quick. But sometimes I hit an unlucky streak or happen to take the wrong path and it can be a long time until I get a full load of 4 rocks and a gas. If there were areas that more dependably had them, or some similar way of countering unlucky paths, that'd remove those few awful experiences of not finding anything.
Those are the "quick" changes, but #2 in particular brings me to suggest a broader-scale change that might address some of these grievances:
Have NPC (for now :P) planets that buy and sell different resources for different prices.
This makes sense to me. In the original lore description of the different races, there was usually a blurb about what made that race good in the galactic scale. Vonikin Krel make shipsims. Tukkav have great mining groups. I think it would both help the races or planets feel more meaningful if, say, we could go to Uycheon and purchase titanium for 50mk. Far off in the opposite end of the sector, there may be another station buying titanium at 130mk. Space truckers can find good combinations of stations that can turn a nice profit in exchange for the time spent flying around. Pick up titanium at Uycheon, sell it at Krell, pick up iriil at Krell, sell it at Pylos, pick up duramine at Pylos, sell it at Uycheon. Could even have different buyers for finished product too. Possibly at fixed price, so the RNG of personal market orders might still have a more lucrative buyer elsewhere.
But what about targetwarp, Squeakums? Well, one solution is to say targetwarp jostles the cargo too much and you can't use it. A better solution, in my opinion, is to just... let them. You can targetwarp to incursions already. And that consumes the cryosealed tablet, which is good! Maybe people start selling tablets. Maybe people do more caches and cosmpiercers to face the increasing demand for tablets.
What about the current mining system? No problem, that one can still exist. Since there is a reliable alternative source for minerals and gas, perhaps they won't be as hotly contested. If somebody wants to go out mining, there's a higher chance they get a quicker and bigger haul. You exchange reliability in getting exactly the material you want from an NPC "forge" to a cheaper cost but RNG materials (whatever you happen to fly across).
Regardless of whether the NPC forges are added or not, increasing the mineral and gas yields by a significant factor like Steve suggested still seems like a good idea to me.
Finally, I suggested this on discord, but since it's relevant I'll also repeat it here. It might also be a good source of demand for refined goods if the purchase/assembly of a new ship in the shipforge had its marks cost adjusted down, but then required the equivalent amount of marks in finished goods (UMM/paristeel/R-glass/etc).
Re: Returning Player - State of Factions?
Re: Returning Player - State of Factions?
An idea to rework the Evasion stat
Evasion is mostly ignored. I don't think it makes for a terribly fun stat with its current mechanics, and I had an idea to rework it into something that does.
Turn Evasion into Shielding.
Thematically, it makes sense. We already have pseudo-forcefield armor from FlexaDerm-style, nano-thickness transparent layers on certain armor descriptions.
Mechanically, it could be something like a shield that has a maximum value of (base HP for your level) or (baseHP / 2) or some flat value like that. Then the stat comes into play with how quickly the shield regens to its max value. At 150 it heals 15% max shield per WW tic, at 200 it heals 20%, at 300 (effective) it heals 30%. If the shield is about half as big as your HP pool, that's roughly 250-500 shield points regeneration every tic for a max level character, depending on how heavily they invested into it.
Why the change?
It gives us another defensive stat to play around with meaningfully.
It slows down burst openers with a big chunk of extra hit points to burn through.
Sustained damage is really high. This would make it so there are easier windows to play around with swapping HP/aff Wetwiring prios.
Once the shield has been depleted, it gives you opportunities to take advantage of burst damage windows.
500 damage shield every 5 seconds? OP!
You have to consider that in order to get to this point, the person will have to have allocated points from elsewhere. So their HP regen is lower, their max hp (and therefore their HP regen) is lower, or their offensive stats are lower. It gives an opportunity for somebody that wants a tanky playstyle to do that in exchange for offensive capacity, which is a niche many enjoy and we currently don't cover. I've also just thrown out random numbers, these could be adjusted up or down as necessary.
With a bit of extra coding, this could also provide an interesting opportunity to do something with EM damage in PvP (where it might be extra effective against shields or something like that).
I'd love to hear your thoughts on the suggestion (regardless of whether you love it or hate it or anything in between).
Announcements post #216: Regular RP events.
Subject: Regular RP events.
Hello again,
I thought the event, and this piece of news, deserved their own announcements...
The Voidseeker event also marks the start of a new regular schedule of storyteller-led roleplaying events.
There will be one every month from here on out, in the third week of each month, and will very vaguely roll through the factions - purely based on location, rather than participation. This is literally only to make it fair on the storytelling team.
This month is Song, as it's in Hororeon, but as I was approached to lead, I am going to be doing this with the help of Soren and Eukelade. We're all excited!
So far we have the following pencilled in:
June - Scatterhome
July - CA
August - Song
September - Scatterhome
October - CA
... and we will aim to follow this routine for the forseeable future.
We are happy to come up with our own events and to fully lead them, HOWEVER, player requests are our bread and butter - so if you have an idea or request for an event that you would like storyteller assistance with, contact your faction's storyteller! (HELP STORYTELLERS)
It is a flexible thing, and times/dates and everything, pretty much, can be adapted to suit.
We do not need (or want) them to be too grand or complicated (though if it's appropriate they can be!). Nor should they always involve new items or places.
If you want an event, you will need to put RP effort in in-character. They should be run by your characters as far as is possible, we are here for those things that go beyond what a player can do. So we can animate/create NPCs, make world-enhancing places and objects, etc etc. But if it's a thing you can do in-character, you should do so in-character. The best events we have had have been mainly developed by players, with us just giving approval and adding the aboves and the beyonds.
We will judge whether things are necessary or appropriate. But we welcome ideas from players wishing to deepen their own lore/homeworld - so long as it has a lasting and universal benefit to the world/other players.
(Basically what I'm saying is - you can't be like "Because of my backstory I need [Genny to come and live on my ship/my org to suddenly be the one that founded Scatterhome/to change historical lore/a thing that only benefits my character].)
Appropriate ideas (but please, be creative!) might be:
- A concert where you'd like an NPC band to play.
- A conflict with an NPC org or group.
- An invasion by some animal or other.
- A public celebration or something.
- Anything that can be open to other players, big or small. It might just be that Breena keeps getting bread stolen and wants people to help find the shoplifters and question them etc.
Examples of past player requested events:
- A photoshoot with Jins and Juice magazine to foreshadow a new junk item submitted by the player.
- A photoshoot contest in New Dikamazi.
- Song on the Verge/Winterfest/Scatterfest - music festivals.
- Ironbound interactions at the Fetek factory, involving conflict.
- Scientific experiments aboard the Event Horizon.
- Lots more... see the events section of NEWS for more info!
Obviously we can and will also come up with our own ideas for events, as necessary, but we very much want you the players to be able to ask for the stuff you feel would drive the storytelling too! We are here to make the game fun for you!
Happy Arepee Erryone!
Damiel and the Storytelling team <3
Re: Yet another MODS thread
Announcements post #213: Junk about junk.
Subject: Junk about junk.
Greetings, Sector!
Most of you will probably have experienced horrible lag when junk is dropped on death, or when entering a room with a bunch of junk. Those days are gone!
Junk has received a rework. Now, when you receive your first piece of junk, you will hastily assemble a junk bag. All the junk you receive will go in this bag. You can still use said bag like normal and GET junk from the bag if you want to interact with the items like normal. When you JUNK SELL, you will turn in all the bags you have and all the junk in them. When you die, you will drop the bags, and others can pick it up. Now, the server doesn't need to worry about dropping thousands of items all at once and sending all the related GMCP updates and such.
There will still be some lag during JUNK SELL when you're holding on to crazy amounts of junk. That said, the lag in this event should be cut by a fair margin.
NOTE: You should only be able to PUT junk items into a junk container. If you find any way of putting anything else into the junk bag, BUG it. Any items inside the containers will be lost when you JUNK SELL, and we don't want anyone to lose anything valuable because they've managed to get it inside the junk bag by some means!
Regards,
Neritus
Re: Economy thoughts
Daily credits. So this is huge at getting people to do things obviously. And once again, the thing to do is incursions. In fact, it's the only reasonable way to max daily credits. Kill 5 targets. Repeatable. Compare this with scooping gas. It's the same 5 scoops of gas or rocks delivered, but the time investment is just so much higher. Even if you 'cheat' at it and bring in scoops with 1 mat in them, it's still more time-consuming than blasting 5 things.
Ground bashing is also repeatable, but you have to kill 100 things instead of 5. For me that's, I dunno, about once an hour, give or take.
Daily xeno bounty. Not repeatable, which is fine since you can only do the bounty once, and it's a nice bonus to the other rewards from that.
Two practice performances, not repeatable. I mean, fair enough. Other than waiting on the cooldown, there's no investment other than walking to a bar somewhere.
The economic related ones are odd. So craft 10 items, not repeatable. Easy enough. In fact I do it every day. And then put those items in the incinerator cause I don't need them for anything. My shops are all set up with autocrafters, so there's no need for actual inventory. Which I will say is extremely convenient, one less thing to have to track. But incinerating items does nothing for the economy either, other than the pittance it costs me to craft those things. Submit a design. Only worth one credit, and doesn't repeat.... not a great incentive for designing things, which adds to the game, if not the economy. I'd say, bump this to 2 credits, make it repeatable, but tie it to accepted designs. Yes, you miss out on instant gratification, but you can jump start some credits in a day or three when your designs are approved.
Hack 10 terminals, not repeatable. I hate hacking. I've no idea how this compares to the rest, but it certainly seems like the time investment is fairly large.
Harvest a crystal. Easy enough, but opens you up to PvP. Probably fine as is.
Win a duel. Normally traded between willing victims, but it still gets people involved in PvP and serves it's purpose. Not repeatable, so you can't just kill Bob over and over all day for free creds.
So, I'd say look at the tasks tied to economic stuff, and up the rewards/lower the time investment. Add in something for people who are doing the autofactory thing, not just mining.
Economy thoughts
Without further ado, some thought on the economy in Starmourn. See also, my thread on the mining specialization-
https://forums.starmourn.com/discussion/1029/mining-spec/p1
Separate systems:
- Physical shops. (more please) most owned by NPCs Accessible in specific locations
- Trade terminals x4 systems. Accessible only in specific places, except via artifact
- Ship brokerage. Accessible anywhere
- Starforge. Accessible in dock area or from ship in dock (and it's confusing as to where you need to be)(Also, new artifact lets you get supplies anywhere)
- Market (space) accessible from stations, can be modified remotely with artifact
- Refinery/Autofactory. Accessible in specific locations, some things can be modified remotely with artifact (not sure what the utility of this is in practice)
- Junk shops. Accessible in specific locations, or remotely with artifact
- Repair shops. Accessible in specific locations, or remotely with artifact
- Collectibles market. Accessible anywhere
- Promo market. Accessible anywhere
- Rejuvenation (is this part of the economy? It's certainly a mark sink)
- Cosmpiercer. Powers purchasable in faction territory, generally from a station
- Token Equipment. (are the tokens listable anywhere?) Redeemable in specific locations.
- Love shop. One location, with its own currency.
Currencies:
- Marks
- Credits
- Love tokens
- Gear tokens
- Cosmpiercer vouchers
- Ta-deth crystals
I can buy a starship from anywhere, but if I want a t-shirt, I have to be in a specific place.
Some of these are split up- can take market orders from station, but have to complete on ship with goods in ship cargo
Autofactory can be started from ship, but goods have to be in station/planet cargo
Trade skills- high entry cost, low/no ongoing cost. Goods appear magically and have no material requirements.
Unlike some people, I find plenty of mark sinks. Between promo items, ships, rejuv and etc, Poet is almost always broke.
There is a huge disparity in marks generation. Incursions are number one, once you can do the hard ones. There is, at least, a marks cost involved in purchasing ammo and repair kits. As compared with the second best method, ground bashing. Essentially costs you nothing, and nets you 10's of thousands of marks/hour.
Both these activities are reasonably fun (for me). I know some people hate bashing, but I don't mind. Incursions are better, in that there is more effort involved in getting to range and lining up the targets.
Hacking I don't care for, and know little about. Seems mark generation is fairly low, considering the consequences (bounties).
The 'actual' economic activities are all a loss. Having done them all, none of them make money. There is a ton of effort involved, and the upfront costs in getting set up are high. I have another thread on this, and my thoughts haven't changed.
-I will also note that there are Honors available for those who own 10 factories/refineries and that no one can do that anymore, as the cap is 9.
Materials need to be required for everything. I hate saying that, cause I like being able to make clothes out of thin air, but seriously. There should be crates of fabric that need to be bought and shipped about. Gems and metal for jewelry, etc. Right now, ship supplies exist in their own little world, and given the existence of the ship forge, there can never be a shortage of anything. You might pay more, but things are available if people put in the work, or not. The only reason to engage with the economy is to be nice to the new players, or to use the comms for guards and station stuff, that most people probably don't know exists. I would not recommend using comms for more of this kind of thing as a stop-gap, and in fact having to track it to keep the guards paid is really quite annoying. I can see using them to buy station upgrades, but just dumping them into ongoing maintenance is also annoying.
The other problem with this economy set up, is that only the fighting tasks generate any reasonable pay, and XP gains. The thought being, apparently, that things that involve 'risk' are the only valid ways to make money. The economy cannot work this way. There has to be a way to make money doing 'economy' things. Like hauling in rocks and gas. And it needs to earn reasonable XP. Maybe not quite as much of each as incursions, but enough that people are willing to invest time and effort into it.
Materials also need rarity adjustments. There need to be cheap, commonly used materials that are super easy to find in large quantity. Rare stuff that's expensive, and hard to find- but which you don't need much of in the recipes. Right now, as Holgorath pointed out, this is backwards. Iriil, which is supposedly rare, is required in huge quantities, and it appears to spawn at exactly the same rate as every other material. Everyone wants it, and everyone needs it, and no one can find enough. Everyone is paying 100 marks/unit or more trying to get some, without any luck cause even at that rate, people aren't interested in mining it. Also, at that rate, all the batteries on the market are sold at a loss, cause that price was set based on Iriil being worth about 40/unit.
Yields are also far too small. As it stands you cannot refine enough material to be able to sell large quantities of things cheaply and make it worth your time and effort. Holgorath indicated mining for 8-12 hours and making 80k marks, and I think that number is wildly optimistic. Even if correct, you can do the same thing in an hour in an incursion. Also, the quantity limits mean you can't refine enough stuff to be able to sell at a price that makes the finished goods affordable. If we paid what materials were reasonably worth given time and effort invested, batteries would go for 2500 marks apiece, and incursions would stop being profitable (and Ship Forge exists, so you can't ever charge more than 450/per)
People need to be able to move cargo from place to place for others. Give the freighters and haulers reason to exist. (And shrink the cargo bay on the Battleship, cause it's bigger than a freighter).
The cargo boost modules are much, much too small.
Drone bay module is good, but dedicated mining ships would be better.
Specializations probably also need to go. I know why the limits on ownership were put in, but we can't keep a full complement of refineries and factories, cause not enough people are interested, and then they freeze and we are short facilities again.
Refining straight up needs to go. Charging miners for bringing in materials is a slap in the face. Scoop the gas into the hold, and then just sell it. Yet another reason to upgrade to a bigger ship with a bigger hold.
It would also be nice if there were a way to easily see how much space in the hold a material was going to take.
Tl;dr Too many economic systems that are not connected to each other in any fashion. If I can walk in a circle and spam freeze and make 10k an hour, I should be able to make at least half that amount scooping gas.