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- Jul 3, 2013
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Currently, the idea is that the relative ease of getting blocks to sell is balanced by the fact that you need to find shops to sell them to. That means spending all that time flying around looking for shops and then selling your stuff; finding more shops, selling your stuff, repeat ad nauseum.
That's not balance, that's BORING. The idea of "balance" here is boring players until they give up.
Here is my attempt at reworking this system.
First off, and I don't mention this lightly, is to limit player inventory. Keep the same number of slots, but limit each slot to 5,000 blocks.
Next, let's change how plexstorages work. Plexstorages link to a "Cargo Computer" like weapon blocks. Use the cargo computer to access your storage. Each plexstorage linked to a cargo computer holds up to 5,000 of 1 item. You can link up to 45 plexstorages to one computer. And you can have multiple computers.
Did someone say cargo ship? Well that's the idea yes.
Picking up floating loot or using salvage cannons adds them to your cargo holds before it goes into your inventory.
You might ask whether this will affect servers using BP-block purchase. Unfortunately, yes. In this case, I'd suggest that it can also use blocks inside cargo holds.
The next big change is to shops. Instead of infinity+1 small shops; there are now several BIG shops. Essentially, there are now several NPC factions. Trading Guild, Smugglers Guild, Salvagers Guild, Factory Guild, etc (though they're just reskins). If you access a shop belonging to the trading guild, you access its faction shop; so if you access another shop belonging to the trading guild, it'll be the same shop.
NPC Shops have infinite stock and credits, but they also remember how many of each block they have; their prices are based on that.
You can buy/sell up to 5,000 of a block per transaction and prices update every transaction. Furthermore, the prices of blocks are calculated from 50%-120% of base price when you are selling and 80%-150% when you are buying. (Compared to the current 100% - 250%)
They have a "stock index" where they store up to 500,000 blocks. The lower the index is, the higher the price is.
Let's have an example of this in action: A salvagers guild shop has a stock index of 500,000 for grey hull blocks; so the prices are at the lowest (80 credits to buy). You then buy 5,000 grey hull for 400,000 credits. The stock index changes to 495,000 and the price changes slightly (81 credits to buy).
Now we head to the trading guild shop which has a stock index of 0 for grey hull; so prices are the highest (120 credits to sell), you sell 5,000 grey hull for 600,000 credits. This changes the stock index to 5,000; (119 credits to sell).
Thus it's possible to make a small profit as a pure trader, but you'll need to deal in bulk; thus, cargo ships.
When attempting to buy something which has a stock index of 0, the prices is 200% of base price (Due to special ordering), when attempting to sell something that has a stock index of 500,000, it is 25% the base price (Just imagine aliens using them for target practice since they have so much to get rid of).
Next, The largest economy breaker right now is recipes. So let's take a look at that.
1. NO MORE ORE RECIPES.
2. Recipes only use manufacturing components (Protein 40000A/SD2000 Capacitor/Paint/Glass Bottle/etc). None of this making hard hull from dirt nonsense.
3. Ore/Manufacturing components can only be sold. (NPC shops only, they have no stock index so is always at base price).
4. There are no recipes for manufacturing components.
So how do we get components if we can't buy them/make them? Mining and Recycling:
Every planet is generated with an X amount of ores, depending on the planet. Lock onto a planet to see how much ore is there.
For example: An Alien planet (purple one)might have:
- Exogen: 15214
- Extranium: 22141
- Octogen: 16415
- Orangutanium: 21141
There are two ways to mine a planet:
The first way is to simply fire your salvage cannons at a planet. Instead of taking away planet blocks, you'll start draining ore from the planet. This takes a long time and you can only mine up to 10% of the ores on a planet this way.
The second way is to use extractor blocks/extractor enhancers. Simply build them on a planet, power them, and they'll slowly extract ore out of the planet. Bigger extractors not only mine faster, but can also mine deeper; to extract 100% of all ores on the planet will take a pretty massive extractor. As the planet starts to run out of ore, the extraction rate slows.
The level of ore they extract depends on random chance, you'd get L1 ore 60% of the time all the way to getting L5 ore 0.005% of the time. I'll leave the specifics to you.
In either case, extracting ore just affects numerical data, there are no actual blocks removed from the planet so there's almost no lag.
Yes, this does mean that planets will eventually run out of ore; but how is that different than it is now? At least my way doesn't leave planets with ugly giant holes. If you need planet blocks, you can just buy them for 1 credit each at any shop after all.
Edit: On that note, please change ice planet rock to 1 credit LIKE EVERY OTHER PLANET TERRAIN BLOCK.
Of course, you can mine asteroids; so there's that.
Anywho, now you have ore, but you need components for recipes, so we move onto refining. Buy a refining recipe from a shop (i.e. Refine Extranium), throw it into a factory, add ore, and it'll automatically start turning ores into components. Higher level ore means more components; so a L1 ore might yield only 20 components where a L5 ore creates 50,000. Note that this means no more coarsing/upgrading recipes.
Finally, there's recycling. It's very inefficient though, so it's mostly a way to get rid of blocks you don't need. Simply buy the recycling recipe and put it into a factory. It takes 10 of any non-planet terrain block and turns it into 1 random component.
I believe that's it. This is in no way completely balanced; it's mostly a brainstorming session. Feel free to give your thoughts.
That's not balance, that's BORING. The idea of "balance" here is boring players until they give up.
Here is my attempt at reworking this system.
First off, and I don't mention this lightly, is to limit player inventory. Keep the same number of slots, but limit each slot to 5,000 blocks.
Next, let's change how plexstorages work. Plexstorages link to a "Cargo Computer" like weapon blocks. Use the cargo computer to access your storage. Each plexstorage linked to a cargo computer holds up to 5,000 of 1 item. You can link up to 45 plexstorages to one computer. And you can have multiple computers.
Did someone say cargo ship? Well that's the idea yes.
Picking up floating loot or using salvage cannons adds them to your cargo holds before it goes into your inventory.
You might ask whether this will affect servers using BP-block purchase. Unfortunately, yes. In this case, I'd suggest that it can also use blocks inside cargo holds.
The next big change is to shops. Instead of infinity+1 small shops; there are now several BIG shops. Essentially, there are now several NPC factions. Trading Guild, Smugglers Guild, Salvagers Guild, Factory Guild, etc (though they're just reskins). If you access a shop belonging to the trading guild, you access its faction shop; so if you access another shop belonging to the trading guild, it'll be the same shop.
NPC Shops have infinite stock and credits, but they also remember how many of each block they have; their prices are based on that.
You can buy/sell up to 5,000 of a block per transaction and prices update every transaction. Furthermore, the prices of blocks are calculated from 50%-120% of base price when you are selling and 80%-150% when you are buying. (Compared to the current 100% - 250%)
They have a "stock index" where they store up to 500,000 blocks. The lower the index is, the higher the price is.
Let's have an example of this in action: A salvagers guild shop has a stock index of 500,000 for grey hull blocks; so the prices are at the lowest (80 credits to buy). You then buy 5,000 grey hull for 400,000 credits. The stock index changes to 495,000 and the price changes slightly (81 credits to buy).
Now we head to the trading guild shop which has a stock index of 0 for grey hull; so prices are the highest (120 credits to sell), you sell 5,000 grey hull for 600,000 credits. This changes the stock index to 5,000; (119 credits to sell).
Thus it's possible to make a small profit as a pure trader, but you'll need to deal in bulk; thus, cargo ships.
When attempting to buy something which has a stock index of 0, the prices is 200% of base price (Due to special ordering), when attempting to sell something that has a stock index of 500,000, it is 25% the base price (Just imagine aliens using them for target practice since they have so much to get rid of).
Next, The largest economy breaker right now is recipes. So let's take a look at that.
1. NO MORE ORE RECIPES.
2. Recipes only use manufacturing components (Protein 40000A/SD2000 Capacitor/Paint/Glass Bottle/etc). None of this making hard hull from dirt nonsense.
3. Ore/Manufacturing components can only be sold. (NPC shops only, they have no stock index so is always at base price).
4. There are no recipes for manufacturing components.
So how do we get components if we can't buy them/make them? Mining and Recycling:
Every planet is generated with an X amount of ores, depending on the planet. Lock onto a planet to see how much ore is there.
For example: An Alien planet (purple one)might have:
- Exogen: 15214
- Extranium: 22141
- Octogen: 16415
- Orangutanium: 21141
There are two ways to mine a planet:
The first way is to simply fire your salvage cannons at a planet. Instead of taking away planet blocks, you'll start draining ore from the planet. This takes a long time and you can only mine up to 10% of the ores on a planet this way.
The second way is to use extractor blocks/extractor enhancers. Simply build them on a planet, power them, and they'll slowly extract ore out of the planet. Bigger extractors not only mine faster, but can also mine deeper; to extract 100% of all ores on the planet will take a pretty massive extractor. As the planet starts to run out of ore, the extraction rate slows.
The level of ore they extract depends on random chance, you'd get L1 ore 60% of the time all the way to getting L5 ore 0.005% of the time. I'll leave the specifics to you.
In either case, extracting ore just affects numerical data, there are no actual blocks removed from the planet so there's almost no lag.
Yes, this does mean that planets will eventually run out of ore; but how is that different than it is now? At least my way doesn't leave planets with ugly giant holes. If you need planet blocks, you can just buy them for 1 credit each at any shop after all.
Edit: On that note, please change ice planet rock to 1 credit LIKE EVERY OTHER PLANET TERRAIN BLOCK.
Of course, you can mine asteroids; so there's that.
Anywho, now you have ore, but you need components for recipes, so we move onto refining. Buy a refining recipe from a shop (i.e. Refine Extranium), throw it into a factory, add ore, and it'll automatically start turning ores into components. Higher level ore means more components; so a L1 ore might yield only 20 components where a L5 ore creates 50,000. Note that this means no more coarsing/upgrading recipes.
Finally, there's recycling. It's very inefficient though, so it's mostly a way to get rid of blocks you don't need. Simply buy the recycling recipe and put it into a factory. It takes 10 of any non-planet terrain block and turns it into 1 random component.
I believe that's it. This is in no way completely balanced; it's mostly a brainstorming session. Feel free to give your thoughts.
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