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About This Page About This Page: This is a discussion on Incentivize mining thru player interactivity within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Originally Posted by ELPIRATA We had quite a lot of fun trying to find the big red roid in Pulsar 700k deep, ELP Anyone got the co-ord for that
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Old 10-22-2007, 07:51 AM   #31 (permalink)
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Re: Incentivize mining thru player interactivity

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Originally Posted by ELPIRATA View Post
We had quite a lot of fun trying to find the big red roid in Pulsar 700k deep,
ELP
Anyone got the co-ord for that I wouldnt mind paying it a vist, kinda Jumpgate tourisum

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Old 10-22-2007, 02:05 PM   #32 (permalink)
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Re: Incentivize mining thru player interactivity

@Usal: Operative words are...

Quote:
trying to find
We never found it.

ELP
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Old 10-23-2007, 05:58 AM   #33 (permalink)
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Re: Incentivize mining thru player interactivity

Thanks ELP

Excuse my ignorance, but as you said it was "big and red" I assumed it had been found.

This must have been a description given when instructed to look for it I guess?
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Old 10-23-2007, 06:29 AM   #34 (permalink)
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Re: Incentivize mining thru player interactivity

I mined a lot when I was here. I found it enjoyable, but challenging with flux trying to kill me all the time. I also read many good ideas here about changing things. My ideas are this...1) ores are really part of old planets that were distroyed somehow or parts of planets that never formed. there fore... there should be all types in nearly every system. If I lived and grew up in Sol space I would NOT make something to manufacture that needed me to fly through 12 sectors to get material. It wouldnt pay to try to manufacture with rare materials in it, so you'd adjust to what was available locally. 2) there would always be asteroids available, you could NEVER mine out all of a sector, they would stretch out for thousands of mines. Not in EVERY sector, and some sectors would be ORE POOR...so those people would have to leave sector to mine. 3) mining and transporting to friendly sectors must be able to PAY enough to make it profitable. If you own a 10 million dollar superfrieghter, then you will NOT risk it for a few hundred profit, but with a full load, maybe 1000 units it would be worth a million to someone who doesnt have it.
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Old 10-23-2007, 09:58 AM   #35 (permalink)
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Re: Incentivize mining thru player interactivity

Well, I see where you're going with the RP idea that Sol products wouldn't use distant materials. But can I suggest an alternate RP concept?

All materials exist everywhere, but some are just exceedingly rare in some areas. Therefore, Sol researchers might make an engine from the miniscule amount of exotic materials available locally to them. It's just that there wouldn't be enough of those exotic materials available to mine for commercial ends. That would explain why there are Sol designs requiring materials from far-off places, since those are the only places where the materials are abundant.


The benefit of this is that it preserves the game-balancing notion that high-powered products should require a degree of risk to acquire the materials to construct them. If you eliminate scarcity of raw materials then you'd flood the market with goods and prices would plummet.
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Old 10-23-2007, 02:29 PM   #36 (permalink)
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Re: Incentivize mining thru player interactivity

Regardless of where the stuff is located, as long as there is enough "inventive" to go and do the legwork, everything will be fine.

ND just needs to put more thought into the supply/demand of mining and take into account the risk, and distance to go get the lesser available minerals. If you have to fly 10 sectors, through unreg, you better get paid for that risk, versus just going a couple sectors and mining the commons.
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Old 10-24-2007, 10:09 AM   #37 (permalink)
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Re: Incentivize mining thru player interactivity

@Usal: Actually it werent instructions, is one thing one of them ND folks said when AA was about to launch, basically he asked if somebody had found the Big Red Thing in Pulsar and it got me thinking right away. I dont remember where we got the 700k number, but basically our pattern started at the 000 gate and we went as deep as we could trying to find the thing, but it wasnt there. Guess it was a bad joke.
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Old 10-24-2007, 10:51 AM   #38 (permalink)
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Re: Incentivize mining thru player interactivity

Must have been a cruel Themis joke.
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Old 10-24-2007, 11:46 AM   #39 (permalink)
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Re: Incentivize mining thru player interactivity

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Themis must have been a cruel joke.
Corrected.
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Old 10-24-2007, 11:48 AM   #40 (permalink)
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Re: Incentivize mining thru player interactivity

Well, I'm sure most of you old timers remember my relationship with them. lol
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Old 10-24-2007, 12:12 PM   #41 (permalink)
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Re: Incentivize mining thru player interactivity

Yeah Themis sucked a left nut, worst "RP" company I've ever seen. Sure the GMs were ok people, but they sucked at their job.

I'm really hoping ND keeps the RP in house this time.

But that is all off topic, lets talk about mining.
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Old 10-25-2007, 12:47 PM   #42 (permalink)
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Re: Incentivize mining thru player interactivity

What if you made mining lasers level specific? Like noobs can only mine low end stuff cause they only get lev 1 beams, and they have very limited power. As they get more mining experience, then they can get better beams capable of mining better materials. Each material mined needs a use, and the noob station should use low end stuff so it can purchase all the stuff new miners are bringing in. At higher levels, then traveling to find the stuff becomes more important, but ores should be well distributed in EVERY sector, so even low end guys and medium end miners will be mining close to each other. No one should have an economy that relys on hard to find ores, all the stuff they manufacture should be able to be found localy. Only reason to go into other peoples sectors to mine is for personal reasons, like bigger profit if no one is mining there.
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