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Ratix

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  1. Actually, Animal had it right. I do believe that an infinite resource, even at a slow mining rate isn't realistic (unless its a setting that can be changed). However, you could follow the same selling guidelines but then if you create a mine the base number of resources could be multiplied once the mine is built. Perhaps even have different level of mines (higher cost each) that would allow for more efficient refining techniques (increases total yield) So an Asteroid with 200k Units of Naonite that could be increased in available units depending on which level of Mine you bought when founding. A basic could increase by a factor of 10, so 2 million units, and then increase that factor if you buy a more advanced mine. This would make it worth it to actually create the mines. As far as it being easier to sell and then find a resource depot and buy it back. I haven't currently, due to limited exploration, found many depots that sell over 20k of the higher tier resources at a given time yet. That being said, using my example, you would sell an asteroid for a reduced price per unit. So if you then went to a resource depot you would have to buy them back at a mark up. SageThe13th - The mines would start at 70% efficiency and then if you staff it with miners instead of civilians then they efficiency would go up. With 100% being possible. I mined my 200k asteroid with lasers that did about 32% or so. That means I only got about 60k units out of it. For the time I had to spend mining it. I would have gladly sold it off or built a mine.
  2. I had a lot of time on my hands while mining a very large Naonite asteroid this weekend. There was something like 200k Naonite in one asteroid. Now I understand these are rare, just like asteroids you can claim. Why can't there be a better system in place for these asteroids? 1) Claiming -works just like any other large asteroid 2) Selling -works just like any other large asteroid, but the price is based on a regional average (10 sector radius as an example) of the mineral and the amount present, offest by the distance from a controlled sector by that faction. 3) Mining -Works similar to the current founding of an asteroid mine but will eventually be abandoned (at which point you could salvage the mining base). Example: You find a Naonite Asteroid that has 200,000 units of Naonite and claim it. If you want to Sell the asteroid: In the 10 radius region of sectors there are 4 controlled areas by factions. Faction A is 4 Sectors away Faction B is 8 Sectors away Faction C is 7 Sectors away Faction D is 2 Sectors away The regional average sell price is 6.5 Credits per unit. We start with a base efficiency for a mine (just like with mining turrets, but actual mines are higher), for this example lets say 70% So that leaves us with 140,000 Units of Naonite at 6.5 credits, or 910,000 credits worth. Now depending on the distance a faction has to travel to mine the asteroid we reduce the total sell price. Lets say 5% per sector. This would mean you lose 50% at max distance away (10 sectors). If you then sold to Faction B you would get 910,000 minus 40%, or 546,000 credits. (you may sell to Faction B because you need the reputation more than the money, as you would have gotten 819,000 credits for selling to Faction D) If you want to Mine the asteroid: The biggest change here would be in efficiency. Building a Mine on an asteroid would allow you to mine with an improved efficiency but at slower speeds. This could be improved by the ratio of crew members in the mine; Rather they are Miner specialist or just regular civilian work force. You could also make your mine have the ability to sell the minerals mined to other factions and players. For instance you could set the price of naonite and then anyone coming to that asteroid could buy from it (just like a resource station but only for that one particular resource). This would allow you to sell resources independently to other players (not using the mail system) Also the mine doesn't add to your resource pool automatically you have to actually go to the mine and pick up your resources, which will take away from total number available to sell (if you have it set up this way)
  3. I agree the crafted turrets are OP.. Though their cost and time needed to build them helps a lot with balance, but might still fall short. Would it be possible to one or some of the following to help with this. 1) Make brand new crafted turrets more expensive. - This would be the turrets that are currently able to be built at factories 2) Make it so that looted turrets can be upgraded. - These turrets could never be as powerful as new turrets but would allow for better customization without all the time spent getting crafting materials. (resource types would not be able to be changed, you couldn't change an iron based turret into a naonite turret) 3) Make looted turrets recyclable - You could go to a factory and recycle looted turrets for a random amount of parts needed to build that type of turret for a price. - This would help in gathering the supplies needed to build brand new turrets.
  4. A simple solution for this and one that will allow for immersive game play would be to let the Ship Building Stations handle the work. When you go to a station that you can purchase ships there is an option to provide crew. Why not make it so that any ship you currently have saved can be built at these stations. Then when its done have the station populate your mechanics and engineers with Civilian workers until you find trained workers in your travels. (I would also leave all the other options like scaling be available as well) I think this makes sense in the grand scheme of the game as well. Because, I imagine, in real life if you were going to buy a ship then the ship builders would offer and option to find you a crew while the ship is being built. Hell ship building stations would probably have a LARGE population of civilians living on them for the express purpose of workers, crew, and the industry needed to keep them happy. It would obviously cost more to build the ships this way, but it would be the cost of convenience.
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