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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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Member
Pilot Name: Algore
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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. Regards Al |
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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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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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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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