Forums » Suggestions
I know, Lecter, but there are too many 'pirates' that do try to pirate a fighter craft. As for the people griping about pirates, meh. I'm not one of them (anymore). If I meet a pirate, I usually run without loitering or paying, or turn and fight, depending on my mood.
"What asshat pirates (or tries to pirate) a Hog II?!"
A really really new or dumb one.
A really really new or dumb one.
I think I did point out the fact that it would take active player intervention to influence the economy... You would have to destroy a lot of convoys for a while before any real noticeable effect could be acheived. It all depends on the exact programming the devs choose to implement.
I also tried to point out that most of the economy should be handled by dynamicly generated npc missions and so on. In short If the players choose to ignore the economy side of the game it would simply run itself.
I was also trying to point out that the changes to the economy would mean that the relationship between pirates and traders would in fact become more complex. Players could hamper the operations of any other station including player or guild controlled ones.
I also tried to point out that most of the economy should be handled by dynamicly generated npc missions and so on. In short If the players choose to ignore the economy side of the game it would simply run itself.
I was also trying to point out that the changes to the economy would mean that the relationship between pirates and traders would in fact become more complex. Players could hamper the operations of any other station including player or guild controlled ones.
If pirates destroy trade convoys, does that influence the resulting trade prices from the berthing station? TGFT likes to maximize their profits; the next logical step is to hire mercenaries to cause certain 'accidental shortages' in the supply for their target goods. It seems like an addition no more complex than commodity prices being altered on purchase/sale.
It would depend on who the devs bill for the destroyed goods... I would go with the receiver myself. And yes an artifical shortage could be created and then convieniently filled....
I also left one other item out. The system in its basic form is largly capitalist in its nature. Each nation could have its own separate economy and perhaps reflect thier individual beliefs. I am not familiar enuogh with other systems to really create a non capitalist system. Perhaps someone else might have an idea on how they run?
I also left one other item out. The system in its basic form is largly capitalist in its nature. Each nation could have its own separate economy and perhaps reflect thier individual beliefs. I am not familiar enuogh with other systems to really create a non capitalist system. Perhaps someone else might have an idea on how they run?
I've thought carefully about this problem, and here is what I came up with.
The quadrature of the hyperboloid geometry of the economy can be affected by a multitude of factors. Among them are players, the position of mercury in the venesian subsystem, and the dielectric effect. Of these, the most important is the dielectric effect, as it has the highest order correction to the moment of the price. Nonetheless, the players are a necessary component, especially when related to the fourspace of the economy. A quality measurement of the hypersensitivity of a player to key words and phrases is necessary to construct a proper metric to balance against the effects of the dielectric system. An autocollimator is required to make all this work, and should be placed on top of a grounded, vibration-isolated plate in order to work. This whole setup must be kept as far as physically possible from the game servers to avoid ether interference. The diameter of the earth would be acceptable, but a better solution would put the game server in geostationary orbit opposite wisconsin.
Obviously, implementing this at once is beyond the capabilities of guild software at the moment, so it must be done incrementally. One of the developers will start walking south-east with the game server. With each day he will walk at least 150 miles. This will mean that he will reach the point on the globe directly opposite wisconsin in about 13.2 days. A car will clearly be beyond the developers budget, as will any delays, since any time lost in this incremental process will mean the developers will lose money.^[1]
Once the traveling developer has reached his destination on the surface of earth, he will then have to travel ten meters a day upward for 3,600,000 days, until he reaches geostationary orbit. Assuming both he and the server have a total mass of 100kg, this will mean he must do about 10,000 joules worth of work^[2] per day.
Of course, all this work will be wasted if the planetary alignment problem is not solved. Unless resolved, this issue will affect the economy every few solar flares. This could be seen as a feature, as the massive disruptions to the economy will of course make for exciting times within the game. If you're not so open minded about that though, I suppose the developers can knock something together to avoid these issues, such as burying the game server to a depth of several hundred meters. This could also be done incrementally, in conjunction with moving it to geostationary orbit.
[1] Time is money.
[2] Approximating the acceleration due to gravity as 10m/s/s
The quadrature of the hyperboloid geometry of the economy can be affected by a multitude of factors. Among them are players, the position of mercury in the venesian subsystem, and the dielectric effect. Of these, the most important is the dielectric effect, as it has the highest order correction to the moment of the price. Nonetheless, the players are a necessary component, especially when related to the fourspace of the economy. A quality measurement of the hypersensitivity of a player to key words and phrases is necessary to construct a proper metric to balance against the effects of the dielectric system. An autocollimator is required to make all this work, and should be placed on top of a grounded, vibration-isolated plate in order to work. This whole setup must be kept as far as physically possible from the game servers to avoid ether interference. The diameter of the earth would be acceptable, but a better solution would put the game server in geostationary orbit opposite wisconsin.
Obviously, implementing this at once is beyond the capabilities of guild software at the moment, so it must be done incrementally. One of the developers will start walking south-east with the game server. With each day he will walk at least 150 miles. This will mean that he will reach the point on the globe directly opposite wisconsin in about 13.2 days. A car will clearly be beyond the developers budget, as will any delays, since any time lost in this incremental process will mean the developers will lose money.^[1]
Once the traveling developer has reached his destination on the surface of earth, he will then have to travel ten meters a day upward for 3,600,000 days, until he reaches geostationary orbit. Assuming both he and the server have a total mass of 100kg, this will mean he must do about 10,000 joules worth of work^[2] per day.
Of course, all this work will be wasted if the planetary alignment problem is not solved. Unless resolved, this issue will affect the economy every few solar flares. This could be seen as a feature, as the massive disruptions to the economy will of course make for exciting times within the game. If you're not so open minded about that though, I suppose the developers can knock something together to avoid these issues, such as burying the game server to a depth of several hundred meters. This could also be done incrementally, in conjunction with moving it to geostationary orbit.
[1] Time is money.
[2] Approximating the acceleration due to gravity as 10m/s/s
Stop thinking genka. Oh, you did.. Sorry. Nothing to see here, move along