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Yeah, having a completely player controlled and supplied economy with no regulations will lead to hyperinflation. Just take a look at the RL economy, those greedy bastids.
my only real gripe with the price increases is that currently it's quite hard to support a pvp habbit without tradeing or mining, both of wich i find repetetive and boreing to a 'I'd rather just not play if I have to trade and mine to buy combat rigs' extent. I can only hope that whatever the devs do to draw traders back to grey space works, and that it happens before too many pirates get tired of being broke and leave.
it is not hard to support a PvP habit, even if you stink at PvP like I do. I will quote myself back from Sun, Oct 12, 2008.
"Sun, Oct 12, 2008 Agrajag
I don't know what the big deal is. Yes, ships are more expensive, but they still aren't so bad as to make things miserable. You only need to do a few escorts missions to make enough to PvP your heart out all evening long, and I'm talking less than 10 minutes of escort and/or procurement missions. Just take an escort missions as you move system to system, and you'll have credits to spend on the ships you want. You don't have to change your game play style and become a trader or miner. It is non-sense folks claiming that they are going to have to become traders and miners to support their PvP habit and therefore the game will be boring. Less than 10 minutes of escort and/or procurent missions PvP'rs and you got your money to PvP with for an evening if not more. Unless you really, really stink at it like me and then you might need to either work at getting better or trade more."
"Sun, Oct 12, 2008 Agrajag
I don't know what the big deal is. Yes, ships are more expensive, but they still aren't so bad as to make things miserable. You only need to do a few escorts missions to make enough to PvP your heart out all evening long, and I'm talking less than 10 minutes of escort and/or procurement missions. Just take an escort missions as you move system to system, and you'll have credits to spend on the ships you want. You don't have to change your game play style and become a trader or miner. It is non-sense folks claiming that they are going to have to become traders and miners to support their PvP habit and therefore the game will be boring. Less than 10 minutes of escort and/or procurent missions PvP'rs and you got your money to PvP with for an evening if not more. Unless you really, really stink at it like me and then you might need to either work at getting better or trade more."
...unless you have very expensive taste in pvp hardware. Over dependency on the most expensive uber ships in the galaxy does take it's toll...
And I do understand where look...no hands and some of the others are coming from when it comes to the pirates, but until trade is such that it forces more of us traders into and through grey space, doing 10 minutes or so of escorts or some other is not a bad alternative......it just sux for RP purposes though......unless you RP that you are running contraband goods or such.
One of the things that is overlooked is that this will actually, in the long run, make piracy MORE lucrative.
More money required to run good ships means more people making trading runs. more trading runs means more victims, more victims with more expensive loads. There should be a REASON people are willing to take a load valuing many millions of creds through greyspace.
More money requirements also means more exciting possibilities for mercenaries. I have several times tried to hire a merc to tag along on a trading trip, and with the money the way it was it was virtually impossible to tempt someone to attempt the potentially gruelling trip. I have also tried to hire myself OUT as a merc, and frankly, there's no reason with the surplus of funds that someone would care to pay someone to tag along on what is, in the end, strictly an experience trip.
And just think, a more limited money supply also opens up the possibility of changes that would be potentially game-breaking if there were not some way of limiting these items and making these risky to lose:
Item possibilities that 'extreme costs' open up:
Extra slots on existing ships for things like acceleration enhancers, inertial dampeners, improved sensors for storms, extra cargo holds, etc.
'specialty' items that give multiple effects. Batteries that increase your acceleration, psi focus batteries for the itari that can create force fields, weapons that the secro can 'link into' for faster fire rates or more accurate missiles, more faction-specific equipment.
BIGGER ships! and more of them, to boot. Extremely expensive 'specialty' ships that can give you a massive edge in maneuverability or speed.
Frankly, a bunch of stuff that can improve PVP and make it more unique and interesting. "Space-Quake" can be interesting, but keeping that as the primary focus of the game eliminates a large portion of the PAYING public. With more pay, Inc and co. can do more... They don't have a parent corporation sponging up all their profits, so the larger their player base, the more cool stuff they can afford to bring into the game, and the closer their 'big picture' can come to the reality of the game.
More money required to run good ships means more people making trading runs. more trading runs means more victims, more victims with more expensive loads. There should be a REASON people are willing to take a load valuing many millions of creds through greyspace.
More money requirements also means more exciting possibilities for mercenaries. I have several times tried to hire a merc to tag along on a trading trip, and with the money the way it was it was virtually impossible to tempt someone to attempt the potentially gruelling trip. I have also tried to hire myself OUT as a merc, and frankly, there's no reason with the surplus of funds that someone would care to pay someone to tag along on what is, in the end, strictly an experience trip.
And just think, a more limited money supply also opens up the possibility of changes that would be potentially game-breaking if there were not some way of limiting these items and making these risky to lose:
Item possibilities that 'extreme costs' open up:
Extra slots on existing ships for things like acceleration enhancers, inertial dampeners, improved sensors for storms, extra cargo holds, etc.
'specialty' items that give multiple effects. Batteries that increase your acceleration, psi focus batteries for the itari that can create force fields, weapons that the secro can 'link into' for faster fire rates or more accurate missiles, more faction-specific equipment.
BIGGER ships! and more of them, to boot. Extremely expensive 'specialty' ships that can give you a massive edge in maneuverability or speed.
Frankly, a bunch of stuff that can improve PVP and make it more unique and interesting. "Space-Quake" can be interesting, but keeping that as the primary focus of the game eliminates a large portion of the PAYING public. With more pay, Inc and co. can do more... They don't have a parent corporation sponging up all their profits, so the larger their player base, the more cool stuff they can afford to bring into the game, and the closer their 'big picture' can come to the reality of the game.