Astro Galaxy - a realistic space exploration game

Feedback Terminal => Suggestions => Topic started by: Sydney on December 11, 2012, 10:20:16 AM



Title: Resource Shortages
Post by: Sydney on December 11, 2012, 10:20:16 AM
The Game setting states that earth is running low on resources.

Yet the Sol corp seems to have an infinite supply of resources at their base in orbit above earth.

This effectively makes it wholely unnecessary for players to mine. We could all quite successfully play this game without a single player retaining a deployed MIF or ATH after they complete the SEA tutorial.

In actual fact this is by far and away currently the best strategy. Instead of wasting money on mining modules running the risk of them being looted or captured by a pirate, you should sink all funds into equipment that will initially allow you to run passenger missions from SOL, and then ultimately COM and SOS missions. In the process you may deploy a station or two for SLB's

All our mineral requirements can be meet by the magic of the SOL corp station... need 1000m3 of uranium to build some nukes no worries they have it in stock.... want to build 10 Crystaline Armour modules no worries all the resources are in stock... for a planet that has apparently got no more resources the station in orbit above it seems to have a whole universe full.

In comparison a player mining resources and working several complete systems may be able to mine enough platinum to build 2 rail guns... or thorium to build 1 maybe 2 nukes.

What i propose is the the SOL corp station only have a certain amount of stock of each resource and that the resource price be tied to current stock levels. When the station has plenty of a resource it will only pay a little... when it has none of that resource it will pay a premium price

Resources are then resold at the current markup... but players can only buy stuff if it is in stock and only as much as is in stock.

The maximum price SOL Corp pays for stuff could exceed the minimum price it buys that resource for, which would allow market manipulation for profit, and additional trade opportunities, or the maximum purchase price could allways be lower than the minimum sale price.

Players could perhapes be allowed to set the price for goods at their stations anywhere in the sol corps price range.

This would achieve multiple ends. Firstly and Foremost it would actually make the game reflect its setting, as a by product even those running missions would likely have to start mining to get the resources for their module upgrades.  Secondly it would increase the number of people engaged in mining. And make miners much more imortant to their corps. A corp of only com signal runners would not be able to support their module upgrades.

It would highlight the need to undertake exploration to locate the rare minerals... and it would actually make rare minereals rare. Players that find a platinum deposit would have to decide wether to use it for railguns or for Advanced MIF's  (Not sure why platinum which seems to be pretty rare as a deposit is used in multiple modules, but i bet the chance a planet contains a specific resource or the quatities they contain dont reflect how much of each resource is required in module manufacturing)

It would also encourage trade. especially if players were allowed to set their own buy and sell prices.

While where on the topic of trade, As i understand it the reason we dont have inter player trade is to stop alt farming? but players can already trade both modules and resources using station cargo bay looting. there may now be some loss, but if your really going to do alt farming that hardly matters.... With trade some people may well try alt farming, but then again... its only going to appeal to non VIP players since VIP's can have as many ships/stations as they want. there is no economic advantage to using an alt char's modules to mine when you could use your own.

Without some focus on developing the econominc and social (ie group play) aspects of the game the game is going to descend solely into a competiton of who can do the most COM missions the fastest... which in of itself isnt an issue if thats what the game is designed to be, but then why even bother with the whole mining and resource stuff then?


Title: Re: Resource Shortages
Post by: theonlystd on December 11, 2012, 04:59:03 PM
This is why the game needs a dynamic market prices imho.

So if we buy oodles of gold the price goes up and up.. And the mining of it becomes more profitable. And the more sold to Sol. Drives the price down.

This would be the best system until a higher player population and player market are available.

And somewhat represent what you are talking about above.



Title: Re: Resource Shortages
Post by: JamJulLison on December 11, 2012, 06:32:21 PM
It looks like a good idea.


Title: Re: Resource Shortages
Post by: Heretic on December 11, 2012, 10:36:47 PM
Sydney is absolutely right. There needs to be more focus on mining and the galactic economy, and less focus on doing a ton of missions to get good equipment and go pirating. This is supposed to be a realistic simulation, yet, as he has pointed out, Earth seems to have infinite resources!


Title: Re: Resource Shortages
Post by: Scion on December 13, 2012, 06:05:14 AM
People might actually start to defend their mines especially if its got a valuable resource.

Others might be encourage to try their hand at looting.

And people wouldnt be able to throw QP/Solars around to Power Up the Top Ranked players list.

There is certainly enough resource in the galaxy atm.

Oh and the resources i loot erm, that people donate, would become potentially more valuable.

I like it.