Forums » Suggestions
flyinglama, OP sugestion will make game more challenging and interesting.
This was never intended to 'fix' the economy, dipshit. It's intended to fix the fact that the best trade ship in the game is a generic. It's as retarded as making a Superlight with SCP stats available for general consumption all over VO: nobody who can get one would ever use anything else, much less a prom or valk.
What's way too easy now is moving massive amounts of stuff, which makes trade and mining missions (and thus gaining faction and license XP) way too easy. UIT should have an advantage there, but because the moth is generic, they don't.
Now, you want to focus on trading for MONEY. Well, the best way to make money in VO is currently targeted piracy of convoys with high value cargo: just pop a couple voy ships in a cargo scanner/swarm miner moth after you take the mission, scoop the cargo, fly back to the station, rinse & repeat. The second best way to make money in VO likewise involves combat: escorting voys. Making credits from trading, however, is currently hard--not because of the moth or in spite of the moth, but because the Devs fucked up their math on how badly selling in bulk nerfs an item's price. Not to say it wasn't hugely broken before, but it's simply retarded at how fast value decreases now. Thus, there's no incentive to haul anything anywhere in any amount (unless you pirated it in the first place, and even then you probably only want to sell a mothload or so per week). Once that's fixed, yet again the moth will reign supreme in making credits.
What's way too easy now is moving massive amounts of stuff, which makes trade and mining missions (and thus gaining faction and license XP) way too easy. UIT should have an advantage there, but because the moth is generic, they don't.
Now, you want to focus on trading for MONEY. Well, the best way to make money in VO is currently targeted piracy of convoys with high value cargo: just pop a couple voy ships in a cargo scanner/swarm miner moth after you take the mission, scoop the cargo, fly back to the station, rinse & repeat. The second best way to make money in VO likewise involves combat: escorting voys. Making credits from trading, however, is currently hard--not because of the moth or in spite of the moth, but because the Devs fucked up their math on how badly selling in bulk nerfs an item's price. Not to say it wasn't hugely broken before, but it's simply retarded at how fast value decreases now. Thus, there's no incentive to haul anything anywhere in any amount (unless you pirated it in the first place, and even then you probably only want to sell a mothload or so per week). Once that's fixed, yet again the moth will reign supreme in making credits.
why the hell won't you people let this thread die already?
Maybe because fixing a 5 year old implementation mistake would be a great idea.
I don't get what suddenly made this thread "controversial." The idea here is to create a more dynamic ship variety, and I don't think there will be a lack of moths induced by this. SCPs and Valks currently have this status, and there's certainly not a lack of them roaming the space-ways. Not to mention that UIT will not be affected in the same way as the Serco and Itani for mutual exclusion in the soon-to-come faction redux.
This is about ship variety and progression, we're not taking your credits away from you. Besides, black market versions and corporate war-induced ripoffs are always way more interesting.
This is about ship variety and progression, we're not taking your credits away from you. Besides, black market versions and corporate war-induced ripoffs are always way more interesting.
im indifferent on this idea, but i would like to point out that if this thread was instead of suggestion to add a new trade ship to the game that had 300cu a lot of the people who are decrying this suggestion for limiting trade would be calling for the new ship to only be available at certain stations for "balance", much the same way as the greyhound is only available at any corvus station in odia.
fix'd
"why the hell won't you people let this thread die already?"
Because good idea's never die.
Because good idea's never die.
Hmm, I smell a new thread.
But...
Trade missions should have been revised after the release of the moth. Sure, the trade types loved it, but they also loved working towards the valent maud (best pre moth trade ship, imho) moth killed lots of fine trade ships, do not get me started on the atlas nerf, blah.
[edit]
The 'moth should be a ship you have to earn, the valent maud was, what went wrong?
But...
Trade missions should have been revised after the release of the moth. Sure, the trade types loved it, but they also loved working towards the valent maud (best pre moth trade ship, imho) moth killed lots of fine trade ships, do not get me started on the atlas nerf, blah.
[edit]
The 'moth should be a ship you have to earn, the valent maud was, what went wrong?
stop whining : )
I'm not whining, I'm stating the obvious, stop being a newb, newb :P
I actually like the idea of making the moth harder to get. I am a bit spooked about the POS requirement (because I have NEVER been POS with any faction), but other wise it sounds like a good idea. Having said that, my fellow VPR and friendly guilds seem to HATE this and the pirates types love it so, I might be missing something...
Well I still like the idea.
Well I still like the idea.
What might be useful is to institute a class of Moth called a barge-string, where the lead unit is a very lightly-armoured EC-class ship, and the cargo carriers are a string of behemoths controlled by extremely stupid AI control systems. This could be implemented as a conquerable station mission, whereby the player has to assemble a number of bot CPU cores and similar stuff, for the station to assemble into the autopiloting units.
The limit here would be that whilst the barge string would have huge haulage capacity, it would be an absolute sitting duck for a pirate and killing one of the barge units wouldn't carry faction loss; why should it when only an AI gets snuffed, not an actual player. To further make the string hard to use, if one sub-unit got more than, say, 1000 metres from the control craft it would stop and start broadcasting a distress signal to that sector. Ion storms would of course prove EXTREMELY confusing to the primitive AI autopilots, so a player would have to plot around all possible ion storms, thus constraining still further where a trader would have to go.
What this would give a player is a way to very slowly and painstakingly move large amounts of cargo about, whilst being extremely vulnerable to pirate attack. It might well get used in Grey, but only because you pirates are such an incompetent bunch that you leave the trade routes uncovered for much of the time; as soon as the barge string system became possible, I think pirates would become much, much more prevalent.
The limit here would be that whilst the barge string would have huge haulage capacity, it would be an absolute sitting duck for a pirate and killing one of the barge units wouldn't carry faction loss; why should it when only an AI gets snuffed, not an actual player. To further make the string hard to use, if one sub-unit got more than, say, 1000 metres from the control craft it would stop and start broadcasting a distress signal to that sector. Ion storms would of course prove EXTREMELY confusing to the primitive AI autopilots, so a player would have to plot around all possible ion storms, thus constraining still further where a trader would have to go.
What this would give a player is a way to very slowly and painstakingly move large amounts of cargo about, whilst being extremely vulnerable to pirate attack. It might well get used in Grey, but only because you pirates are such an incompetent bunch that you leave the trade routes uncovered for much of the time; as soon as the barge string system became possible, I think pirates would become much, much more prevalent.
Ummm... I do believe that is a different thread, Wyrm.
Anyways, Growlor, yeah... I dunno why this thread got so polarized. Some people thought it was some kind of obscure pirate plot to make traders have less money.
Anyways, Growlor, yeah... I dunno why this thread got so polarized. Some people thought it was some kind of obscure pirate plot to make traders have less money.
This isn't a terrible idea, UIT is supposed to be the trader nation they should have a phat trading ship all to themselves.
There are still all the other variants you can get by pissing your life away to mining so most people who actually fly the damn things probably wont even be affected
There are still all the other variants you can get by pissing your life away to mining so most people who actually fly the damn things probably wont even be affected
Ok, so bottom line seems to be that Moths should be more restrict, just like Valks, Proms, ..., also should... and maybe will in VO 2.0 soon...
Maybe an immediate remediation would be that only UIT stations sells regular moths.
Maybe an immediate remediation would be that only UIT stations sells regular moths.
"Having said that, my fellow VPR and friendly guilds seem to HATE this and the pirates types love it so, I might be missing something..."
Growlor, you aren't missing anything, it's that your fellow guildys are missing common sense.
I think this is a great idea that should be implemented with the faction redux (whenever that happens), which will steer VO back on the RP track.
Growlor, you aren't missing anything, it's that your fellow guildys are missing common sense.
I think this is a great idea that should be implemented with the faction redux (whenever that happens), which will steer VO back on the RP track.
Alloh: think through your solutions before suggesting them. The "immediate remediation" that you proposed would have too many unwanted impacts, as it does not add a replacement trade ship to other stations (in the actual suggestion, this would be the Marauder).
"Having said that, my fellow VPR and friendly guilds seem to HATE this and the pirates types love it so, I might be missing something..."
Irrational partisanship FTW!
Irrational partisanship FTW!
I'm torn on this one, in one way, it makes sense that the UIT is embodied by the maud as a jack of all trades, but a master of none, but on the other side, it also makes sense that the UIT government is best embodied in a trade based ship, and the corporations would turn out a bunch of variants of a design that can be used for multiple tasks.
It is completely ridiculous, however, that Itani and Serco, who have been seperated for as long as they have been, are able to buy identical ship types that did not originate in the UIT, such as centurions and vultures, within their own nation's space. I really think the border war would be more interresting if both sides had to develope combat skills based on nation personality driven shipbuilding. While combat is combat, Serco are more militant, and should haved more weaponized ships, and the Itani should have more graceful, mobile ships, rather than the same thing with a couple specific varients until later in the levelling process.
Overall though, I think everyone would like to see a little more diversity, though we all probably have a different view on how this should look. Unfortunately, as Lec pointed out, there seems to be quite a bit of partisanship on this forum. I would like to help produce a product that is attractive to a wide variety of people, rather than fight about every idea based on personal relationships and our own play styles in game.
It is completely ridiculous, however, that Itani and Serco, who have been seperated for as long as they have been, are able to buy identical ship types that did not originate in the UIT, such as centurions and vultures, within their own nation's space. I really think the border war would be more interresting if both sides had to develope combat skills based on nation personality driven shipbuilding. While combat is combat, Serco are more militant, and should haved more weaponized ships, and the Itani should have more graceful, mobile ships, rather than the same thing with a couple specific varients until later in the levelling process.
Overall though, I think everyone would like to see a little more diversity, though we all probably have a different view on how this should look. Unfortunately, as Lec pointed out, there seems to be quite a bit of partisanship on this forum. I would like to help produce a product that is attractive to a wide variety of people, rather than fight about every idea based on personal relationships and our own play styles in game.