talking about equipment + their prices in pm, I thought maybe answer here since I have 2 questions and a notion about ore processor (1.58) anyways; and maybe someone looking into this pricing thing for themselves can use my babbles.
My question 1 : Could this oxp be tweaked further to
always give a "cargo hold full" message when this is so ?
As it is now, I get the message when the splinter filling the cargo hold is a mineral, but I do not get the message when a processed something is the one ton to fill the cargo hold.
2nd question : : My ore processor disappeared - not broken, but completely gone
I hardly ever get to read the messages during battle, so do not know if it disappeared that way (witchfuel drive and ASC got broken lately), or :
Shortly after that fight I scooped a (oxp-) pod that exploded and destroyed my fuel-scoop - can it be that on no fuel-scoop-present the ore-processor gets removed ?
The other thing : Maybe add a notice - but in which page(s) ? - in the wiki about incompatability with the
icesteroids oxp ?
Icesteroids crack into ice-boulders, and those into 2nd-generation-ice-boulders - when I shoot the latter they usually just go "pouf", but sometimes an already-processed alloy remains (scarred metal fragment).
I am not sure if these alloys come from some strange interaction with oreprocessor, or are based in the icesteroids oxp itself ...
anyways, it makes the ore processor mostly useless.
Not quite sure, but the
graffiti asteroids oxp did the same for me, at least as long as I had them installed together with the icesteroids.
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now some talking about equipment pricing :
Switeck wrote:snork wrote:And the equipment pricing - I want to
raise prices and for some items also min.-TL
...
Equipment and ship prices I changed very little at least out of core Oolite. For add-on equipment OXPs, certain things had to be adjusted to feel balanced.
Ore Processor -- makes asteroid mining too profitable and how is it even fit into a presumably already-cramped ship? (reduced material recoveries for gold/plat/gems to 1 kg and 1-3 g per shard.)
I went back to mining to gather some stats, but as I was in SE corner of g1, only sold to main stations ranging from agricultural to mainly industrial.
On 8 mining raids with a Python, I thus had average profit of roughly 40 credits per scooped splinter (range : 29.4 to 47.9 credits/ splinter, only 2 raids out of 8 were above 40c/t).
With an assumed average of 40 credits per splinter, a player needs to scoop 75 splinters to just get back the money the ore processor did cost, so about 150 splinters to make a 100% profit.
I think that is more or less reasonable - consider the real-life-time it takes a player to get those 150 splinters and transport them to main station, plus the cost for witchdrive fuel.
I guess most players do not go mining in their Python or other big ship
, but rather in their startup Cobra 3 (or even poorer ship).
Then there is the problem with a ship having limited cargo space and/or slow ship - with Zeke's Miner (12t capacity and 0.1 LY speed) it was way too tiresome to go to the main station every time the hold was full. So I sold most to the rock hermit in the vicinity, also bought a lot of fuel there - that made the ratio more towards maybe 120 splinters for the 3000,- that the ore processor costs.
So, all in all, I'll raise it's cost to probably 5000 credits, so it is roughly in line with the raises I have in mind for core-equipment.