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October 31, 2007 at 1:04 am #236
Have measures been taken to curb the millions and millions of credits that can be made in a matter of hours by running cargo? I know a lot of it is based on what the players set the planet’s cargo values at, but shouldn’t there be like…restrictions?
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November 3, 2007 at 12:35 pm #2789
Yes, because there is no ‘system’ to abuse. None of the planets have resources.
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November 3, 2007 at 4:39 pm #2800"Helix":9obd42vn wrote:Yes, because there is no ‘system’ to abuse. None of the planets have resources.[/quote:9obd42vn]
How observant.
But in other news, we’ve got the framework for the new cargo economy. It’s just a matter of sticking it into the BuildPort, testing and debugging them, then porting them over.
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November 7, 2007 at 5:39 pm #2920
New economy has been in for a few days now.
Any super major errors with it?
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November 7, 2007 at 5:48 pm #2922
I believe your timing is wrong Compel, there are only a few people with cargo ships. So I doubt you’d be able to get *good* results from them.
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November 8, 2007 at 4:39 pm #2941
Tell ‘the people’ you know thanks for getting in touch with us to help us fine-tune
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November 8, 2007 at 7:19 pm #2946
The prices seem fine to me, the only complaints I’ve heard so far is that people can’t grab a few million credits in a couple of minutes. I see no problem with that.
The thing I’d like to see however is like….Spice sold from Tatooine at a low price can [b:16hef0t8][i:16hef0t8]only[/i:16hef0t8][/b:16hef0t8] be taken to Ord Mantell to be sold at a high price.
Make a few specific "high yield" routes that are like…the longest runs. (Bespin to Yavin..etc) However, you have to make sure that whatever planet sells and whatever planet buys, are the only ones that do.
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November 8, 2007 at 7:55 pm #2947"xpuma20x":2jrfq1lf wrote:Make a few specific "high yield" routes that are like…the longest runs. (Bespin to Yavin..etc) However, you have to make sure that whatever planet sells and whatever planet buys, are the only ones that do.[/quote:2jrfq1lf]
There was an idea for "dynamic cargo types" which could do that.
However, a problem I’ve been finding with the new system is, there isn’t much of an encouragement to try running new kinds of cargo after you’ve found your "sweet" route. However, if I did it right, there shouldn’t be any amazing back-and-forth routes, so at least you’ll need to trade a few different cargoes in your travels. Someone mentioned that Tatooine and Ryloth were far too close, so I tweaked their positions a bit.
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November 9, 2007 at 1:37 am #2950"Walldo":1yuf6230 wrote:Tell ‘the people’ you know thanks for getting in touch with us to help us fine-tune[/quote:1yuf6230]
If that was an implication as to myself referring to me as "people", that’s rather dumb given I’ve NEVER done a single bit of cargo running in the three years I’ve played here. I don’t even know the commands. <!– s:D –><img src="{SMILIES_PATH}/icon_biggrin.gif" alt="" title="Very Happy" /><!– s:D –>
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November 9, 2007 at 4:49 pm #2963
I’m not sure how hard it would be to implement, but it would be great to have a restricted Cargo in some systems. Maybe even Imperial controlled. More money made but at greater risk. Would make smuggling a whole lot more fun, but that’s just my two cents.
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November 11, 2007 at 12:04 am #2999"Davmec":15k0bts0 wrote:I’m not sure how hard it would be to implement, but it would be great to have a restricted Cargo in some systems. Maybe even Imperial controlled.[/quote:15k0bts0]
I have sent an idea in to Rojan which is simply making the "listcargo" command viewable by anyone in the cockpit.
A simple change, but it would have a lot of implications. For example, it would give the Empire the ability to ‘outlaw’ spice and then do boarding inspections on spice runners.
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November 11, 2007 at 9:05 am #3014
Perhaps you can enlarge that idea by adding smuggling gains from actually running illicit cargo into controlled space? Limit it to weapons and spice, as they’re the most commonly outlawed or restricted cargo. It’d be a great incentive for more people to cargo run and would ensue with some diverse rp with blockade runners and inspection dodgers. I grow tired of buying overpriced cutlery to get initial levels in smuggling <!– s:P –><img src="{SMILIES_PATH}/icon_razz.gif" alt="" title="Razz" /><!– s:P –> (I’m cheap, plus players take forever to fill weapon orders)
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November 11, 2007 at 11:18 pm #3038"SgtFlippy":1uyciltz wrote:Perhaps you can enlarge that idea by adding smuggling gains from actually running illicit cargo into controlled space? Limit it to weapons and spice, as they’re the most commonly outlawed or restricted cargo. It’d be a great incentive for more people to cargo run and would ensue with some diverse rp with blockade runners and inspection dodgers. I grow tired of buying overpriced cutlery to get initial levels in smuggling <!– s:P –><img src="{SMILIES_PATH}/icon_razz.gif" alt="" title="Razz" /><!– s:P –> (I’m cheap, plus players take forever to fill weapon orders)[/quote:1uyciltz]
Smuggling exp from smuggling..I love it!
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