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About This Page About This Page: This is a discussion on This true? within the Jumpgate Chat forums, part of the Jumpgate TRI Discussions category, at Joystick Required Forums. Economy is ****** up due to the devs setting equipment production to NOT run if X units exist IN THE UNIVERSE. So that means that if someone wanted to buy up
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Old 11-19-2005, 02:05 PM   #1 (permalink)
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This true?

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Economy is ****** up due to the devs setting equipment production to NOT run if X units exist IN THE UNIVERSE. So that means that if someone wanted to buy up all the Purgs (example) and hoard them away in thier station, we would not be able to produce more until thier stocks were depleted.
It sounds too incredibly .... misguided to be true, so I'm hoping one of you can say it ain't so.
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Old 11-20-2005, 02:54 AM   #2 (permalink)
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from what i remember, i don't think things stored on POSs are counted in such a cap. In fact the only caps I've ever heard of from people i trust, such as folks from DDZ and whatnot, are station caps. I.E. the station has 10,000 missiles, it isn't going to make any more. But, what do I know?
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Old 11-20-2005, 08:49 AM   #3 (permalink)
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That is correct Istanbul.
Only caps are what the station can produce in relation to what is actually on the floor.
If station produces 1000 havens for example and 100 are bought and put to a POS, provided the station has the needed commods to keep making havens, it will only produce another 100 unless more are bought.

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Old 11-20-2005, 09:38 AM   #4 (permalink)
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As far as I know, there is no "universal" caps at work right now. This is a concept that I have called-for a number of times, but im my model, universal inventory would not count POS inventories. Who made the post you quoted, GG?
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Old 11-20-2005, 10:16 AM   #5 (permalink)
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Thanks Istanbul and Al, that's how I thought things worked. Ambro, I can't say I think it'd be a good thing even if POS weren't counted. Seems to me, if a station produces something, and you want to make some, you should be able to. That post came from another private forum, though I've asked the guy where he heard that (still waiting for a reply).
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Old 11-20-2005, 12:28 PM   #6 (permalink)
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Seems to me, if a station produces something, and you want to make some, you should be able to . . .
Under a differ set of game mechanics, I'd agree. But right now, individuals do not manufacture things (except at CPs). We simply move commods to facilitate manufacturing. Therefore, it does not make "economic reality" sense for TRI or the various Corps to overproduce things.
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Old 11-20-2005, 04:29 PM   #7 (permalink)
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Well, from an RP angle, just because the octs have a million chemicals doesn't mean the manufacturers at Tripoint would shut down production
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Old 11-20-2005, 05:03 PM   #8 (permalink)
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Perhaps a factional cap? Wouldn't be a whole lot different, but, there are a few duplicated items even inside one faction.
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Old 11-20-2005, 08:48 PM   #9 (permalink)
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I would see it as all being overseen by TRI -- who would regulate production and pricing based on universal availability. If you want to allow overproduction then it should rive the price down through the floor -- just like it would in a real econ.
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Old 11-20-2005, 09:02 PM   #10 (permalink)
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Unless you can design the system to know that the octs down everyone going to GP to get the 100,000 chemicals, I don't think it'd work for Jumpgate.
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Old 11-21-2005, 08:02 AM   #11 (permalink)
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I think using universal inventory caps is the ONLY way to make the Jumpgate econ work. It also sets up interesting conflicts (like the one you mentioned). Or perhaps it just cuts production WAAAY back when universal inventory is over cap.

The real solution is to create an econ where much if not all production is actually initiated by players, where it does not automatically "happen." This would also require a change in the way things are priced. A "merchant" would set a price and put the goods on "consignment" at the station (very similar to the way Eve works). The station takes a manufacturing fee to make the goods and a brokering fee for the consignment and listing on the "market."

Orders would be for 1-7 days. If unsold you will have [[3??]] days to reclaim or re-offer. If you have to reoffer/reprice, you pay an additional fee. The alternative is to sell at a "private market" -- i.e. at your Public POS.

This harkens back, I believe, to the Duodecimal econ model -- or something substantially similar.
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Old 11-21-2005, 10:24 AM   #12 (permalink)
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Ugg. I can see how it might work with a playerbase of thousands, but not here. For Jumpgate I'd prefer to see player made missions (since it's obvious the cargo mission system is too limited with 3 slots) to get stuff producing. I'd like advanced player mission system too, so that if you and I both had missions to bring mach parts to QC or whatever, it would be smart enough to combine them into a more lucrative mission.

Oh, and the original quote seems to have been a gross misinterpretation of something in the patch notes a few months back.
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