Can you tell us how far apart the 3 major planets are. Like if you create a market order, how long until you can get the cargo from one planet to another?
Can you tell us how far apart the 3 major planets are. Like if you create a market order, how long until you can get the cargo from one planet to another?
Not that far. You can fly it in a few minutes. (Note that planets have a network of teleporters for characters to use so that you don't have to get into a ship every time you want to go between planets. Not all planets are connected to the teleporter though.)
Can you tell us how far apart the 3 major planets are. Like if you create a market order, how long until you can get the cargo from one planet to another?
Not that far. You can fly it in a few minutes. (Note that planets have a network of teleporters for characters to use so that you don't have to get into a ship every time you want to go between planets. Not all planets are connected to the teleporter though.)
So long enough to make it a risk to pirates but short enough that it shouldn't be tedious?
Well, between the three main ones, yeah, but you can buy autofactories on a lot more planets than that, and all autofactory types aren't available on all planets, including the three player civilization planets.
That said, most systems that would have autofactories are near a Void Gate, making it them all kind of close to each other in terms of travel time.
You know what would be rude? Blowing up a player ship on purpose, knowing what it's composed of ,and then fulfililng the ship insurance agencies' order to replace it....
You know what would be rude? Blowing up a player ship on purpose, knowing what it's composed of ,and then fulfililng the ship insurance agencies' order to replace it....
Rude nah that is commerce 101 create a demand and fulfill the demand seems like good business sense to me .
I think this way of handling the economy is fantastic. I also really like how it ties into other parts of the game, making different parts of the player base interact (like the pirate thing).
Will the governing body of each planet have total control over tax rates? What about the planets that aren't part of the big three orgs?
I think this way of handling the economy is fantastic. I also really like how it ties into other parts of the game, making different parts of the player base interact (like the pirate thing).
Will the governing body of each planet have total control over tax rates? What about the planets that aren't part of the big three orgs?
Tax rates in this case will be set by the system, not players. Basically, what happens is the more trade that gets done somewhere, the higher the tax rate goes. As people move their business elsewhere, the tax rate drops again. The idea is that the tax rates will ensure that the "board" you're playing on isn't static, and changes according to player actions.
That said, we may let players set tax rates on the main planets in the future. We just want to get the system going and see how it works before we let players directly set those tax rates.
Wait, wait, wait....Scatterhome has taxes? Who's going out and collecting these taxes, the space-mafia?
Why else would Scatterhome have the best schools?
I, for one, am excited for the Elgan Underground RP where they come in and shake someone down for protection money... I mean taxes.
Also, I just want to add to the sentiment that I'm excited for this style of economy. I feel it's going to add a lot of heartbreak and frustration at times but if we've got a positive community oocly I don't think that'll be an issue so much. So long as we know going in that there is an inherent risk but that the rewards are well worth it, I can see it being a very vibrant game within the game.
As long as everyone is aware that it is a game, and that one can't win all the time, things should be fine. Actually, losing can be quite character-building (even if it can also be frustrating).
Just gotta make sure it's possible to recover. I mean, what happens if your ship gets blown up, replaced, you can't afford to insure the new one so you start hauling cargo to pay for it, then you get pirated and blown up again? How do you recover from that, if you lack the ability to travel away from whatever middle-of-nowhere cloning facility you pop up at, with no local money-making opportunities?
Helium-11 - A form of helium that's capable of super-fluidity at reasonable temperatures
And what happens at unreasonable temperatures?
Are the autofactories (and related things) under the crafting umbrella or separate from it?
Autofactories sound like an amazing source of income, albeit with a continuing need to gather materials for them to work. Are there any potential downsides beyond that? (ETA I read a little further and saw the possibility of piracy and the complication of taxes and the ebb and flow of an active economy...haha)
As T'rath has pierced the veil, so will I, and so will my life become complete in a good death. Jin VOTE FOR STARMOURN
Tecton-Today at 6:17 PM
teehee b.u.t.t. pirates
GrootToday at 2:16 PM if there's no kittens in space I'm going on a rampage TectonToday at 2:17 PM They're called w'hoorn, Groot sets out a saucer of milk
Helium-11 - A form of helium that's capable of super-fluidity at reasonable temperatures
And what happens at unreasonable temperatures?
Are the autofactories (and related things) under the crafting umbrella or separate from it?
Autofactories sound like an amazing source of income, albeit with a continuing need to gather materials for them to work. Are there any potential downsides beyond that? (ETA I read a little further and saw the possibility of piracy and the complication of taxes and the ebb and flow of an active economy...haha)
No, autofactories are unrelated to crafting. There's a manufacturing skill that covers them and refining raw resources.
The potential downsides are that you lose money on them because you aren't recouping your costs.
Comments
Tons of similarities to Eve-Online market, economy/economies, and manufacturing - which is by no means a bad thing!
That said, most systems that would have autofactories are near a Void Gate, making it them all kind of close to each other in terms of travel time.
Also, is it possible for orgs/npcs to make market orders?
Seems like it could be a neat way for orgs to collect comms for expansion, particularly if partial fills are an option.
Will the governing body of each planet have total control over tax rates? What about the planets that aren't part of the big three orgs?
Nice.
That said, we may let players set tax rates on the main planets in the future. We just want to get the system going and see how it works before we let players directly set those tax rates.
Also, I just want to add to the sentiment that I'm excited for this style of economy. I feel it's going to add a lot of heartbreak and frustration at times but if we've got a positive community oocly I don't think that'll be an issue so much. So long as we know going in that there is an inherent risk but that the rewards are well worth it, I can see it being a very vibrant game within the game.
Are the autofactories (and related things) under the crafting umbrella or separate from it?
Autofactories sound like an amazing source of income, albeit with a continuing need to gather materials for them to work. Are there any potential downsides beyond that? (ETA I read a little further and saw the possibility of piracy and the complication of taxes and the ebb and flow of an active economy...haha)
Jin
VOTE FOR STARMOURN
if there's no kittens in space
I'm going on a rampage
TectonToday at 2:17 PM
They're called w'hoorn, Groot
sets out a saucer of milk
The potential downsides are that you lose money on them because you aren't recouping your costs.