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Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 1:24 pm
by DrunkenPalpatine
Disembodied wrote:
Hi DrunkenPalpatine – some existing OXPs which you might find interesting:

[EliteWiki] Risk-based economy
[EliteWiki] New Cargoes
[EliteWiki] Smugglers
I have it. Sure.
I repeat: it must be possible to make1 Million $ in one giant, max. risk trade. If you trade highly illegal goods and use the not yet founded bulletin Board and the black market. We need more products. No special cargo. Regular cargo. Culturally typical cargo - and here it comes: galaxy depending cargo! Lets hop into the horrible Pirate galaxy 8, buy some 120.000 units of illegal ammo, and lets hop back as fast as we can to sell it to the buyer who gave me the contact to buy exactly that with 800% selling price bonus.

Nothing beats the joy to find that one tiny space station in that remote system that actually has the rare, lets say, thargoid artwork in storage in huge amounts maybe they just survived a huge Thargoid attack. You then buy 12.000 units for lets say 12 $ each and then you can sell it for 356$ each in the 14tech rich system. Big luck, perfect timing. Big fun!

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 1:50 pm
by spara
DrunkenPalpatine wrote:
I repeat: it must be possible to make1 Million $ in one giant...
Why? What's the fun in that? :mrgreen: Seriously, you're not talking about Elite/Oolite here. Not to say that the ideas presented would not achievable. Price tweaks would actually be dead easy. This is serious oxp material. Pacifistic oxp with zero fighting and 100% trading/gambling would be interesting.

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 3:10 pm
by Disembodied
DrunkenPalpatine wrote:
I repeat: it must be possible to make1 Million $ in one giant, max. risk trade.
I'm a bit confused by why anyone would want this ... it's certainly not very realistic, and would bring a very rapid full stop to the fun of working your way up the ladder. You start with very little, you make one incredibly lucky strike, and now you've got everything: you might as well just have an in-game lottery ("El Gordoo?" :)) and let the player buy tickets.

This is not to say that the whole economy, ship and equipment price structure couldn't benefit from a total overhaul, but it's a major, major operation. For me, I'd be more interested in players doing less buying and selling of individual commodities themselves, and more picking up small-scale cargo contracts (which, apart from anything else, would make unique, planet-specific commodities much easier for the game to work with: your job is to take these 24TCs of Tiraorian honey from A to B, for which you get paid X with a bonus or penalty of Y or Z for early or late - or partial - delivery: but how much do you get paid up-front, and how much on delivery? Will there actually be a buyer there when you get there? Is it really Tiraorian honey? and so on). I'd also prefer to see different ways of buying and selling than just cash payments: auctions and barter, for example. And debt: lots of debt.

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 4:41 pm
by DrunkenPalpatine
Disembodied wrote:
it's certainly not very realistic, and would bring a very rapid full stop to the fun of working your way up the ladder.
Nope, absolutely not! I fully disagree. But now I understand why you creators designed the game in regards to trade and industry how it is! I need to talk about this with you. For the "fun of working the ladder up" you guys have a wrong concept running in this game. "The first million is the hardest" - this is the truth. There must be bigger goals in this game moneywise. FAR BIGGER. This is why I am bringing up the Political Career section and the factoryship ideas. You must be able to invest huge amounts of money into the BIG ships, the effective über-weapons (that still need to be developed) that must be far more expensive than it is today.
---> if you have to spend 10 Million $ for bribing your cooperate senior to get up in the rankings of the company to get granted the privileges to trade in restricted goods you can't even see before, there is some need for huge amounts of money. There are COUNTLESS of trading games having exactly my concept of making huge amounts of money if you are very skilled, lucky and smart. There must be Objects on the other hand that DEMAND huge amounts of money. Worth it.

-- > I said it must be POSSIBLE to make 1 million in one very, very risky, maybe even very tricky hard to time and hard to find trade.
Let me go into the real world: cocaine trade from Colombia to the USA. At Every step of the trade route - and we have about 20 steps, the price of the cocaine doubles or 10folds. You can, if you dare, go into the Columbian jungle, buy one ton of Cocaine raw mass for 10.000US.
Your problem then is to get it somehow to the coast of Columbia, get the big mass into some sort of ship or plane and fly it into the USA, find the selling spots and sell it. You would make 10.000.000US$ out of the prior 10.000US$ in that case. Which is nearly impossible if you are not very experienced, have the airplanes, connections etc. at hand. You can TRY it as a noob, but you will most likely be killed right away in the jungle.


What you guys created now is a trading system where you are doomed to trade for peanuts. Day in and out. Peanuts. There are some routes you can make money but the fun in endlessly trading for so little profit is very dull. And in addition we only have a handful of goods anyway, almost available everywhere for almost the same price you can only deal in small amounts.
Yes, you can trade up by dealing in peanuts. Or let's say Computers: -23% here and +20% there to put it into oolite perspective. On top of that you can maximum buy 127 tons = units of it. This is not realistic and not fun. Lets say there are Microchips in one system, metal alloys of good quality in another, small energy capacitors in a third. You buy them, supply your space factory and you produce computers. With computers and chips and metal plates you can produce robots. Sounds better? Why not having different types of robots you can trade? This all needs huge investments to run your own space factory. You need to hire WORKERS (new oxp needed) and even defense weapons for your space factory against pirates. And then, of course, you want to produce the really valuable goods but for that you need a high ranking and standing in the Corp - you need to BUY that license, bribe yourself in a high position for the privilege to produce illegal weapons or goods.

Lets take a look in the real world: you start with 1000 US$ and want to establish a multi Billion Empire. So you start with 1000US and small car for trading. You have a hard time starting your business. You cant deal in Quantum Computers at first nor do you have a supertanker to deal in oil. I am talking about real life. You need to trade your way up. Later you have a huge truck, or even 10 trucks, you know where to buy valuable goods in South America and how to sell them in the USA. The profit margins get bigger and the also the volume of trade rises. You need the money to invest more...later your produce yourself, you move into politics...This is all a question of delivering a balanced economy, scenario. I agree that it is completely silly to offer 1 million $ trade routes to noobs they can easily spot, exploit and handle. This is not what I have in mind.

tl,dr: Make the high profitable runs RARE and Risky. One system in one galaxy produces one certain product in high amounts, let that galaxy and system be very risky. You have a chance to survive the run at 30% if your ship is too weak or your skills are low better not try it at all.
The demand for that product is put in another galaxy where they pay you 10x the amount.
1) you have to FIND OUT about both the supply and demand first of all which makes exploration far more fun. You need to keep track on lets say 300 different main goods while you can only see the goods on the f8 that are available at the station or you own n your ship. So you do not know what might be available somewhere. You better make lists of all prices. I also do not like the "average price" help on the f8. This also ruins the fun of needing to look for the fair or cheap price yourself.

Maximum risk, maximum profit. And you can only deal with the risk if you are equipped sufficiently. You need the personal connection, the information, the skill the gear. If you read my previous post I made clear that such maximum profitable routes must be very risky if you are poor, have a small ship, no sufficient "Smuggling cargo cloaking generator", if you did not bribe the Police and so on. The source of the good you want to trade must either be placed in a very dangerous zone - and I am talking about a VERY dangerous zone we yet don't have in the oolite universe, or the chance to find the person willing to sell those goods on the Bulletin Board must be hard to find.

I need to give you an detailed example via a game story soon.

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 4:48 pm
by DrunkenPalpatine
Disembodied wrote:
And debt: lots of debt.
Absolutely. This is a very good point. In the past 30 years I played literally hundreds of trading games. And like in real life you must get external capital to set the starting point right for the first deals: the ship must be huge enough so you can run passenger contracts or you want to smuggle illegal goods so you need a cloaking generator and a huge cargo space (maybe even "individually designed size cargo oxp" where you can buy up more cargo space).
You make your first big runs with low risk trading: the current oolite economy is good for that!
You CANT trade in, let's say "Quantum Robots - mark 3 luxury design" (they have to be developed as OXP yet) that cost 80.000$ each!
In addition the RISK of being attacked with one of them in your old Cobra Mk1 would be far to big at first.

The risky trades with the expensive and rare goods come later when you already had to invest huge amounts of money into ships, equipment and cargospace.

Also needed: "Insurance of cargo.oxp."
Not possible for illegal goods. And hell expensive for valuable stuff.

Anyway: if you have too much debts you need to take CRAZY risks to even pay back your debts not to be killed by contract killers!

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 4:57 pm
by Disembodied
DrunkenPalpatine wrote:
Nope, absolutely not! I fully disagree [...]
I think you and I want very different things out of the game. I want to be Han Solo, or Malcolm Reynolds: you want to be some sort of multibillionaire tycoon (who also flies one of his own spaceships, rather than staying at home in the nympharium and paying someone else to do it). But that's what OXPs are for!

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 5:03 pm
by spara
You're talking changes so massive that you will probably need to oxp them yourself. I'm having hard time seeing that any of the current active oxp developers would take the bait task being so massive. I'm also having hard time seeing that changes this massive would be going into the core game any time soon. It's been quite hard to reach consensus on many, many times smaller changes.

Instead of writing massive posts filled with many, many ideas that would change the game into something totally different, how about concentrating on something smaller. For example take the trading system. You've suggested changes to that. Take for example changes to balance: prices/rarity/risk. How would you change that one thing? Then we can concentrate on that and perhaps some one will get interested and writes an experimental oxp to test that one change. If that's success, then maybe it's so good, that it will be integrated to the core game.

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 5:04 pm
by Cody
Disembodied wrote:
I want to be Han Solo...
<chortles> I want to be Northwest Smith!

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 5:07 pm
by spara
Cody wrote:
Disembodied wrote:
I want to be Han Solo...
<chortles> I want to be Northwest Smith!
And I want to be able to found a Jedi Academy. :mrgreen:

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 5:09 pm
by DrunkenPalpatine
Disembodied wrote:
DrunkenPalpatine wrote:
Nope, absolutely not! I fully disagree [...]
I think you and I want very different things out of the game. I want to be Han Solo, or Malcolm Reynolds: you want to be some sort of multibillionaire tycoon (who also flies one of his own spaceships, rather than staying at home in the nympharium and paying someone else to do it). But that's what OXPs are for!
I almost agree, yet I want to explore and MAYBE become a tycoon. Only to later become one evil system dictator or running my own pirate pack. I want to see which goods are out there, what magical worlds, too. And I also want to shoot my lasers and fight thargoids!

Isn't this game about all of this?

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 5:12 pm
by DrunkenPalpatine
You are 100% right and by now I said all I had to say.
I will now work on exactly what you said. And again: I am only dreaming! Like I did 10 years ago about Elite 4.
spara wrote:
You're talking changes so massive that you will probably need to oxp them yourself. I'm having hard time seeing that any of the current active oxp developers would take the bait task being so massive. I'm also having hard time seeing that changes this massive would be going into the core game any time soon. It's been quite hard to reach consensus on many, many times smaller changes.

Instead of writing massive posts filled with many, many ideas that would change the game into something totally different, how about concentrating on something smaller. For example take the trading system. You've suggested changes to that. Take for example changes to balance: prices/rarity/risk. How would you change that one thing? Then we can concentrate on that and perhaps some one will get interested and writes an experimental oxp to test that one change. If that's success, then maybe it's so good, that it will be integrated to the core game.

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 5:27 pm
by Smivs
DrunkenPalpatine wrote:

Isn't this game about all of this?
Well, no.
It's about a single Spacer trying to survive long enough to make a living of sorts in a harsh and un-forgiving universe. The odds are stacked against you and you are just a potential target to half the ships you will come across. You are nothing, just another blob of protoplasm among billions in an environment that favours failure.
That's what makes the game so good - it is a genuine challenge.

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 5:28 pm
by DrunkenPalpatine
OOOOOH?
Now really?
:cry:
Smivs wrote:
DrunkenPalpatine wrote:

Isn't this game about all of this?
Well, no.
It's about a single Spacer trying to survive long enough to make a living of sorts in a harsh and un-forgiving universe. The odds are stacked against you and you are just a potential target to half the ships you will come across. You are nothing, just another blob of protoplasm among billions in an environment that favours failure.
That's what makes the game so good - it is a genuine challenge.

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 5:38 pm
by spara
DrunkenPalpatine wrote:
...I want to explore...
That's a bit hard in the traditional Elite since all the systems are procedurally generated and known. Systems themselves are somewhat alike. Some oxps give you some nice eye candy though. If you're interested in real exploration, you might be interested in this: https://bb.oolite.space/viewtopic.php?f=4&t=17603.
DrunkenPalpatine wrote:
...become a tycoon...
You mean something like running a business from a station? Biggest obstacle is the concept of time, I would say. Witchjumps take big amounts of time, while staying on a station the time forwards at normal pace. Clock can be forwarded though, so this is probably achievable. I think this has been discussed before and I think the general consensus was that the game would get pretty boring spreadsheet type of number fiddling. Meaning that no-one with oxp powers got interested.
DrunkenPalpatine wrote:
...evil system dictator...
According to canon, system station are run by GalCop, not the local government. Hence this idea would need some serious fleshing.
DrunkenPalpatine wrote:
...running my own pirate pack...
There is some oxp out there that allows you to hire escorts and another one that allows you to attach more ships to your ship, thus creating a fleet.
DrunkenPalpatine wrote:
...I want to see which goods are out there...
I think New Cargoes does a fair job here. Kept me interested anyway.
DrunkenPalpatine wrote:
...what magical worlds, too...
It's a bit shame all the worlds are a bit samey. I love extra planets, povray textures and distant suns, system features and such as they create variable systems. There's a lot of space for improvement here. Ideas are much welcomed.
DrunkenPalpatine wrote:
...I also want to shoot my lasers and fight thargoids!
Theres a plethora of thargoid oxps to install giving great variance. And to my understanding you have already tested the oxp weapons arsenal. If you come up with interesting weapon ideas, I'm pretty sure someone will oxp them for you. Everybody seems to love big shiny guns here :D .

Re: The pain of flying an Andromeda...or any other big ship!

Posted: Tue Apr 05, 2016 6:14 pm
by Astrobe
DrunkenPalpatine wrote:
Disembodied wrote:
it's certainly not very realistic, and would bring a very rapid full stop to the fun of working your way up the ladder.
Nope, absolutely not! I fully disagree. But now I understand why you creators designed the game in regards to trade and industry how it is! I need to talk about this with you. For the "fun of working the ladder up" you guys have a wrong concept running in this game. "The first million is the hardest" - this is the truth.
I play with the auto-eject OXP (and obviously an escape pod at all times). When ever I'm defeated, it results in a severe loss of money (for a modest trader in a modest cobbie, that is). Unlike other games, Oolite has no "level" stat that prevents you from buying the über gear. The credits play that role. So when I lose a fight, it's like I'm losing a fraction of "level". I believe it's the right way to play the game.