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December 17, 2008 at 3:52 am #898
Alright, I’ll start this out by saying I don’t anticipate this being well received as an idea. However, I believe fuel for our ships should have a higher price. It doesn’t matter if you put 1 unit, or 10,000 units of fuel into a ship, it still costs 10 credits…10? WTF? It costs more to buy a food item thats completely useless, it costs more to take a taxi around the corner. The point I’m trying to make is that it should cost a bit to fly back and forth across the galaxy. This idea opens up other things too though. Fuel could be commercialized by a clan. Each planet can have its fuel prices regulated by the governing clan, thus funding the clan even more and paying needed taxes. Another aspect is that during wars, fuel delivery routes can be cut off….just like in a real war
So, for the quick reference
1) Make fuel cost more based on how much you buy.
2) Make fuel something that can be added into the RP. Clans could be set up to "mine" the fuel…think Peragus Mining Facility (minus the explosion)
3) Planets set fuel prices after buying it from the groups that mine it.
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December 17, 2008 at 12:13 pm #8500
I totally agree with this idea. It flying was more expensive, might encourage people to hire pilots more. Player taxis and tows.
Although I thought 10 credits was if you refuelled on a planet your clan owned or something?
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December 17, 2008 at 3:54 pm #8501
This sounds like a great idea. And let Pilots have a skill that lets them "buy down" the price of fuel, or slicers can "modify" the price of fuel, or Smugglers can buy fuel from the underground, or smuggle it into the system for a profit.
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December 17, 2008 at 5:12 pm #8503
In my honest opinion the taxi system needs a-looking at and nerfing.
The market for small ships seems to have dropped off the face of the earth since people can summon a firespray to them instantly by typing four letters.
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December 17, 2008 at 5:42 pm #8504
A lot of people don’t /want/ that Firespray. It’s damn expensive.
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December 17, 2008 at 7:04 pm #8507
Abso-LUTELY.
Let clans dictate a general price range for fuel (and make sure it is affected by planetary taxes.) Let fuel be a cargo commodity; as freighters sell ‘fuel’ on a planet, the price decreases a bit. Blockades would have a long lasting effect of spiking prices.
As a random side note Ralen is right. I think taxi’s should have hardcapped ‘max stats’ to make them less awesome.
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December 18, 2008 at 9:08 pm #8524
Sounds outstanding. I’ve been wondering when, if ever this would be addressed. I believe it’s been mentioned before, but might as well mention it again. I do agree completely with prices being raised and letting clans dictate the price. I also like the idea of blockades and cargo effecting prices at any given time. Also, taxi’s definitely need to be nerfed. Make taxi is fine, but like Walldo said, hardcap the max stats. It’s s’pose to be a TAXI. Also, on the note of things being subject to planetary taxes, Taxi’s should be as well.
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December 19, 2008 at 12:12 am #8526"DCLXVI":26ikyn8r wrote:Make taxi is fine, but like Walldo said, hardcap the max stats. It’s s’pose to be a TAXI. Also, on the note of things being subject to planetary taxes, Taxi’s should be as well.[/quote:26ikyn8r]
More on taxis –
1) How come the same taxis come up, in the same order…no matter what? Can we fix it so its more random and the first people’s taxi’s aren’t the only ones getting credis? I’m sorry to whoever owns "Travela" but it should NOT be the only freaking ship that shows up first.
2) I’d also like to see a limit on how many taxi’s can be added per person. IE: 1 person can own 3 ships…and can also have 3 taxis max…There are just way too many taxis in general imho
3) I love DCLXVI’s idea of making taxis taxable for the governing planet
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December 19, 2008 at 7:26 am #8535"xpuma20x":13hjwysb wrote:"DCLXVI":13hjwysb wrote:Make taxi is fine, but like Walldo said, hardcap the max stats. It’s s’pose to be a TAXI. Also, on the note of things being subject to planetary taxes, Taxi’s should be as well.[/quote:13hjwysb]
More on taxis –
1) How come the same taxis come up, in the same order…no matter what? Can we fix it so its more random and the first people’s taxi’s aren’t the only ones getting credis? I’m sorry to whoever owns "Travela" but it should NOT be the only freaking ship that shows up first.
[b:13hjwysb]2) I’d also like to see a limit on how many taxi’s can be added per person. IE: 1 person can own 3 ships…and can also have 3 taxis max…There are just way too many taxis in general imho[/b:13hjwysb]
3) I love DCLXVI’s idea of making taxis taxable for the governing planet[/quote:13hjwysb]
As I think Ralen said, the number of taxis is so ridiculous. It’s /RUINED/ the Small ship market. I don’t know how fledging small manufacturing clans would fair now.
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December 19, 2008 at 7:57 am #8536"Ranmyaku":3qkxi7qa wrote:As I think Ralen said, the number of taxis is so ridiculous. It’s /RUINED/ the Small ship market. I don’t know how fledging small manufacturing clans would fair now.[/quote:3qkxi7qa]
Hmm this makes me curious about something else…Does a ship with a faster hyper drive, spend more or less fuel than one with a slower one? Or is it the same?
What I mean is:
Ship A – 5000 fuel, 125 hyper.
vs
Ship B – 5000 fuel, 100 hyper.
They go the same distance, does one spend more fuel than the other? Or is it just that the 125 gets there faster? This could open up a whole new stat for ships, fuel efficiency. Of course this could also move us into the realm of "too real" and not focusing on the fun. I dunno, it also just seems that a massive star destroyer should use up more fuel than a tiny 1 seater, when making the same jump. However, the star destroyer of course can jump from one side of the galaxy to the other, when the small ship can’t. It all goes back to the price of fuel though.
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December 19, 2008 at 11:03 am #8537"Ranmyaku":21knyq8k wrote:As I think Ralen said, the number of taxis is so ridiculous. It’s /RUINED/ the Small ship market. I don’t know how fledging small manufacturing clans would fair now.[/quote:21knyq8k]
Perhaps then, we could do away with a public ‘makepublic’ command and just place it under clan control. Clans control the number of taxi’s and the tax. Along with fuel prices and the such, would give clans a little more of a ‘government’ side to things as opposed to straight up military types. IMO clans don’t do enough governing or diplomacy and what have you and focus too much on who has the better army and navy.
Also, the idea of some kind of fuel efficiency would be a nice asset. While we certainly don’t want to go into the realm of ‘too realistic’, we do want to make the MUD more dynamic and unique. So, along the same lines, maybe make it so small fighters don’t use up nearly as much fuel, but can’t jump as far, medium sized ships a nice balance of jump distance and fuel efficiency and then of course Capital ships guzzle fuel, but will make a long jump easily. This could work on more than the level of just space travel, but combat as well. Now I’ve never made a pilot before, but it seems to be capital ship fights take nine years and forever to finish. This could put a little more spin on things and make you really watch after your fuel in combat. I don’t know what kind of code it would take to do all this, but it is something (at least taxi’s and fuel prices) that needs to be taken a look at.
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December 20, 2008 at 7:02 pm #8557
To get this post back on the path of fuel prices, and less on taxis, here’s a few ideas I’ve been mulling over:
Fuel and the economy are parts of LotJ I feel are severely overlooked and could enhance the game immensely.[b:rueavmh3]Fuel reserves[/b:rueavmh3] – Each planet has a set amount of fuel available to them. This value dictates the current price of fuel on the planet, and that price can be changed by the governing clan. This value can be raised by receiving shipments of fuel from certain fuel-rich planets which spawn cheaper fuel automatically, as well as shipments from the below mining facilities. This would make cargo pilots useful, and in constant demand, rather than just running cargo to fill his/her own pocket.
[b:rueavmh3]Buyminingfacility <moon/asteroid>[/b:rueavmh3] – This would be a ridiculously expensive command used by the governing clan of a planet with moons orbiting it. Each moon, as well as each planet, gets a ‘fuel production’ value based on the moon/planet’s composition and ability to produce fuel for transport. Once a mining facility was purchased on a moon, it would slowly accumulate fuel based on the production value, and it would need to be transported a number of ways:
A.) A system of automatic bot-controlled transport, where freighters similar to pirates would automatically transport fuel to the planet from the moon when necessary. This would also open the option of pirates or opposing factions destroying these shipments of fuel, causing a delay in fuel to the planet and making prices spike.
B.) The automatic bot-system of transport could easily be negated, and make fuel transport completely rely on player-controlled cargo hauling, however it may not be feasible to rely on cargo pilots 100%.[b:rueavmh3]Upgrademiningfacility <moon/asteroid>[/b:rueavmh3] – Another expensive command similar to the last. Mining facilities would be upgraded to produce more fuel, although this process might be better suited to something similar to development, requiring proper RP to develop new mining techniques.
This basic infrastructure could be extended and enhanced in too many ways to count. Smuggling skills to either steal fuel or buy it from underground sources at a cheaper price. Skills to sabotage an enemy clan’s mining facilities. Etc, etc.
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December 20, 2008 at 7:29 pm #8558
I like it, with one small problem — I don’t like hinging anything entirely on players, IE the cargo-runners because early on in a MUD’s span, there won’t /be/ any cargo-runners. There are also a lot of other situations where it’s just not going to be feasible to have an economy based entirely on them. So you kinda have to give a little leeway, and have a bare minimum, and chalk it up to the invisible NPCs that’d make up the majority of the galaxy.
That being said, I like the idea of having an ability to commision the construction of various facilities, and I’d like to see it rounded off to include all types of resources, with the command itself working as a diplomacy skill. Make the facilities destructable, etc so ground forces have more purpose. You could even make it so diplomats are required to place clan bases/etc on their own planets. I’ll go crazy on this idea once I get home. I’ve got a lot of cool ideas that’ll make diplomats far more important for clans and planets and such.
PS, ships already do eat up fuel in different proportions, that’s why an R-41 can clear the galaxy on 2000 fuel when a capship needs waaaaaaaaaay more. It’s also why people tend to group their cappies up in a nearby friendly sector before attacking anything. n.-
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