contracts + kills = mil rank
This is a good idea
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DaveK
- Global Moderator

- Posts: 4161
- Joined: Mon Apr 19, 2010 9:04 pm
- Location: Leeds UK
This is a good idea
contracts + kills + cash = civ rank
It's about 5 billion (yep 5 000 000 000) to reach Legend if you do it the cash way 
contracts + kills = mil rank

contracts + kills = mil rank
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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Fast-Trax
- Ensign

- Posts: 19
- Joined: Sun Jan 11, 2015 1:56 am
This is a good idea
I like PaulB's idea as it adds a bit more mystery to the game ... the search for the mystical, magical and legendary sword (excalibur, excalibur - ohh where forth are you
!! ). However, I am one of those meta/power??? gamers who enjoys the abilty to personally customise and look for any minor advantage. I like the idea that ye who comes up with the best custom ship becomes Alexander the Great - everyone has the same opportunity. Might suck in SP though - unless you introduce AI custom ships, but I've already suggested that AI should have access to custom ships??
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PaulB
- Commander

- Posts: 588
- Joined: Sat Feb 22, 2014 11:25 pm
This is a good idea
I don't think you want the AI to have greater ability than they already have. They already have superior numbers in combat contracts - especially in Moderate and Hostile systems.From post: 175040, Topic: tid=11778, author=Fast-Trax wrote:I like PaulB's idea as it adds a bit more mystery to the game ... the search for the mystical, magical and legendary sword (excalibur, excalibur - ohh where forth are you!! ). However, I am one of those meta/power??? gamers who enjoys the abilty to personally customise and look for any minor advantage. I like the idea that ye who comes up with the best custom ship becomes Alexander the Great - everyone has the same opportunity. Might suck in SP though - unless you introduce AI custom ships, but I've already suggested that AI should have access to custom ships??
I kbnow I don't want them to have any more advantage.
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Elrique64
- Ensign

- Posts: 4
- Joined: Thu Jan 15, 2015 2:46 am
This is a good idea
I rather like the idea...
Research can only be done at an RTS...
There may or may NOT be a RTS in a given system...
Research points are awarded from contracts given only in the RTS...
All points awarded for research carry from one RTS to another, BUT, you can't research something higher than 3 or 4 levels higher than your best equipment. (You have a C5 wing on, can only research up to a C8 or C9 wing.) If you haven't researched wings at all, you are going to have to start with a C1-C4 in order to build yourself up. Research builds on what you have had done before. (No freebie walking into a C12 wing that uses the same slots as the C8 or 9 wing on your frame.)
Award research points based on the distance needed to travel to complete the quest. (Some of these quests might require jumping out of the system to complete!)
Only certain types of research can be conducted in certain systems. High tech research can't be done in a low tech system. Agri systems would be more inclined to specialize in cargo or tractor beams, maybe. General systems for doing wing, frame, engine or fuel systems research, etc. Or could limit the research to a given class of system. General systems can only do C1-C4, perhaps? (This might lead to having more than the default classes for systems (planetary) In the game.. G1 through G10, T1 through T10, etc... A T1 planetary system specializes in tech, but you aren't going to get a T10 item there, normally.)
Quest examples:
Rumored that this particular alloy is located on XYZ planet, or in XYZ system. Recover a sample of the alloy. (New type of commodity)
Rumored this particular "bad guy" has modified his ABC device to a 10% (15%, 20%, etc.) improvement over existing, retrieve an example.
An asteroid field (plants, waters, nebulas, etc.) in a specific system contains a unique property that can be used to create a newer, lighter stronger, longer ranged, etc.
Compression technologies have been discovered that allow for "ABC" improvement at this planet (station, moon, nebula)
Examples of what equipment that could be researched besides the main ship's systems:
Improved Cargo System (More slots, or more per slot or, even both.)(Example of this is 6 slots cargo taking only 5 slots of space, due to improved loading techniques, or compression technologies, etc.) -- One way to handle per bay could be to assign values to items based on size. 25 plat is still 25 plat, but with the compression or loading technique is now 10% (20%, 25%?) lower due to the research.
Improved Jump Drives (longer range or uses less power per jump based on range. Jump 2 sectors, use only 20% (40% with the Fulcrum C5) energy so COULD jump out almost immediately.)(No longer need 100% to make a jump, just need the power needed to make the plotted jump.)
New and improved tractor beams. (Longer tractoring range, perhaps could also be used to tractor a ship?)
New and improved Mechs for exploring. (Take the science officer with you, can help in finding stuff.)(Boring tools, to use for mining.)(Can carry a constructor for mining/resource gathering or making a town/city.)
Augmented power systems on board ship. (Faster weapons charge, shield charge, etc.)(limit these to one of a type per frame.)
Improved Radar (can get target lock on an enemy at greater range, outside of the front arc, etc. Can fire missiles on a target behind you.)
Missile Boosters (Increased range/speed/damage on the RESEARCHED missile frame.)
Improved Hardpoints (Can mount 2 beams or 2 projectile weapons or both.)(Maybe could be used to mount the AMS in one slot.)
Improved Secondary Hardpoints. (Can carry 2 of the SAME missile per slot.) (More Secondary Hardpoints.)
Missile Magazine. (Rotary missile magazine, missiles are loaded into hardpoints within a given time from. Takes a cargo bay slot.) (This is actually very similar to how US Navy ships did most missile systems prior to VLS and still does it's gun magazine systems.)
Improved Cargo Scanners, Cannon systems, etc. All of these could get a small boost, hence reducing size, (Meaning you could have more than 8 equipment slots, with careful research.)
There is a lot of things that can be tweaked with this type of thing. And not everyone is going to go out and make the latest, greatest fighter craft. Some of this can be over-powered, but that could also be tweaked as needed. This would actually allow everyone to customize his ship to HIS specs or playing style. I want to be a trader, so I have mega cargo, etc... Someone else wants to be a fighter jock, they get all the guns/missiles/radars, etc...
Things like the cargo or radar could have research stacked, if you can find the station to do it. (Increased bays from one set of systems, increased stacks per bay from another set.)
As researched items are created, those items could be available to the SAME RTS that did the original research. It could proliferate from there outward. AI's get access to the researched items as well, once they become relatively common place.
If those running an MP server don't want the research tech tree available on their MP server that could be turned off globally or item by item.
I would have to say one of the biggest irks I have coming to this game from Privateer/Freelancer is the frame limitations. Cargo in the starting ship can have the exact cargo tonnage as the largest civ frame. Going to the larger frame just means you get to carry more equipment and secondaries, but your cargo didn't increase. Your main weapons hardpoints are the same, even. In my mind, as a frame increases in size, it's hauling would also increase. The same frame's offensive and defensive weaponry should also get a significant boost.
(Example here. There are a lot of trucks hauling materials around the country. Some have 44 foot trailers, some have 54 foot trailers and some have an extra trailer. Part of the reason the guys with the 44 foot trailers are hauling them is they don't have the engine to haul the larger, let alone hauling the second trailer.)
Research can only be done at an RTS...
There may or may NOT be a RTS in a given system...
Research points are awarded from contracts given only in the RTS...
All points awarded for research carry from one RTS to another, BUT, you can't research something higher than 3 or 4 levels higher than your best equipment. (You have a C5 wing on, can only research up to a C8 or C9 wing.) If you haven't researched wings at all, you are going to have to start with a C1-C4 in order to build yourself up. Research builds on what you have had done before. (No freebie walking into a C12 wing that uses the same slots as the C8 or 9 wing on your frame.)
Award research points based on the distance needed to travel to complete the quest. (Some of these quests might require jumping out of the system to complete!)
Only certain types of research can be conducted in certain systems. High tech research can't be done in a low tech system. Agri systems would be more inclined to specialize in cargo or tractor beams, maybe. General systems for doing wing, frame, engine or fuel systems research, etc. Or could limit the research to a given class of system. General systems can only do C1-C4, perhaps? (This might lead to having more than the default classes for systems (planetary) In the game.. G1 through G10, T1 through T10, etc... A T1 planetary system specializes in tech, but you aren't going to get a T10 item there, normally.)
Quest examples:
Rumored that this particular alloy is located on XYZ planet, or in XYZ system. Recover a sample of the alloy. (New type of commodity)
Rumored this particular "bad guy" has modified his ABC device to a 10% (15%, 20%, etc.) improvement over existing, retrieve an example.
An asteroid field (plants, waters, nebulas, etc.) in a specific system contains a unique property that can be used to create a newer, lighter stronger, longer ranged, etc.
Compression technologies have been discovered that allow for "ABC" improvement at this planet (station, moon, nebula)
Examples of what equipment that could be researched besides the main ship's systems:
Improved Cargo System (More slots, or more per slot or, even both.)(Example of this is 6 slots cargo taking only 5 slots of space, due to improved loading techniques, or compression technologies, etc.) -- One way to handle per bay could be to assign values to items based on size. 25 plat is still 25 plat, but with the compression or loading technique is now 10% (20%, 25%?) lower due to the research.
Improved Jump Drives (longer range or uses less power per jump based on range. Jump 2 sectors, use only 20% (40% with the Fulcrum C5) energy so COULD jump out almost immediately.)(No longer need 100% to make a jump, just need the power needed to make the plotted jump.)
New and improved tractor beams. (Longer tractoring range, perhaps could also be used to tractor a ship?)
New and improved Mechs for exploring. (Take the science officer with you, can help in finding stuff.)(Boring tools, to use for mining.)(Can carry a constructor for mining/resource gathering or making a town/city.)
Augmented power systems on board ship. (Faster weapons charge, shield charge, etc.)(limit these to one of a type per frame.)
Improved Radar (can get target lock on an enemy at greater range, outside of the front arc, etc. Can fire missiles on a target behind you.)
Missile Boosters (Increased range/speed/damage on the RESEARCHED missile frame.)
Improved Hardpoints (Can mount 2 beams or 2 projectile weapons or both.)(Maybe could be used to mount the AMS in one slot.)
Improved Secondary Hardpoints. (Can carry 2 of the SAME missile per slot.) (More Secondary Hardpoints.)
Missile Magazine. (Rotary missile magazine, missiles are loaded into hardpoints within a given time from. Takes a cargo bay slot.) (This is actually very similar to how US Navy ships did most missile systems prior to VLS and still does it's gun magazine systems.)
Improved Cargo Scanners, Cannon systems, etc. All of these could get a small boost, hence reducing size, (Meaning you could have more than 8 equipment slots, with careful research.)
There is a lot of things that can be tweaked with this type of thing. And not everyone is going to go out and make the latest, greatest fighter craft. Some of this can be over-powered, but that could also be tweaked as needed. This would actually allow everyone to customize his ship to HIS specs or playing style. I want to be a trader, so I have mega cargo, etc... Someone else wants to be a fighter jock, they get all the guns/missiles/radars, etc...
Things like the cargo or radar could have research stacked, if you can find the station to do it. (Increased bays from one set of systems, increased stacks per bay from another set.)
As researched items are created, those items could be available to the SAME RTS that did the original research. It could proliferate from there outward. AI's get access to the researched items as well, once they become relatively common place.
If those running an MP server don't want the research tech tree available on their MP server that could be turned off globally or item by item.
I would have to say one of the biggest irks I have coming to this game from Privateer/Freelancer is the frame limitations. Cargo in the starting ship can have the exact cargo tonnage as the largest civ frame. Going to the larger frame just means you get to carry more equipment and secondaries, but your cargo didn't increase. Your main weapons hardpoints are the same, even. In my mind, as a frame increases in size, it's hauling would also increase. The same frame's offensive and defensive weaponry should also get a significant boost.
(Example here. There are a lot of trucks hauling materials around the country. Some have 44 foot trailers, some have 54 foot trailers and some have an extra trailer. Part of the reason the guys with the 44 foot trailers are hauling them is they don't have the engine to haul the larger, let alone hauling the second trailer.)
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DaveK
- Global Moderator

- Posts: 4161
- Joined: Mon Apr 19, 2010 9:04 pm
- Location: Leeds UK
This is a good idea
It's interesting that a continuing forum theme is players coming to EM (a unique game in a fully open sandbox environment with Newtonian flight physics (close to anyway) and gaming system where you have to make hard choices because there are deliberate limits to what will fit into a given frame and without the option to own/fly a capital ship and so on) who then suggest that because it's not Freelancer/Privateer/IWar/Wing Commander etc it would be a 'better' game if it was altered to be Freelancer etc etc.From post: 175065, Topic: tid=11778, author=Elrique64 wrote:I would have to say one of the biggest irks I have coming to this game from Privateer/Freelancer is the frame limitations. Cargo in the starting ship can have the exact cargo tonnage as the largest civ frame. Going to the larger frame just means you get to carry more equipment and secondaries, but your cargo didn't increase. Your main weapons hardpoints are the same, even. In my mind, as a frame increases in size, it's hauling would also increase. The same frame's offensive and defensive weaponry should also get a significant boost.
(Example here. There are a lot of trucks hauling materials around the country. Some have 44 foot trailers, some have 54 foot trailers and some have an extra trailer. Part of the reason the guys with the 44 foot trailers are hauling them is they don't have the engine to haul the larger, let alone hauling the second trailer.)
I guess there are players who try Freelancer etc after playing EM and suggest that it would be a better game if it was changed to be a fully open sandbox environment with Newtonian flight physics (close to anyway) and gaming system where you have to make hard choices because there are deliberate limits to what will fit into a given frame and so on.
If you want to play in a Freelancer style game then play Freelancer and leave me with the opportunity to play EM (and Freelancer as well if I want to!) - the great thing (IMHO) about having lots of different games available with different playing aims/styles is that we then actually have the choice between lots of games available with different playing aims/styles. The alternative seems to be to change each game until it resembles all the others.
Or perhaps I've missed the point . . .
If you do some in game measurements on the frames, you'll actually find that the size differences are actually small. Merc frames are like modern cars - they range from around town compact to big (I can afford the luxury)sedans, but all are smaller than trucks and big lorries. 5 cargo bays are big in comparison to any of the frames - just have a look at the graphics in the shipyard. As the frame gets 'bigger' and better, basically there's more room to add better class equipment - not simply more of it. Except cargo bays!
If you look at the upgrade options already available in game I think you'll find that once you've got enough cash, confidence and skill to leave Sapphire, you'll be able to add all the extra 'goodies' being suggested in the research outcomes just by tracking them down (=research??:D) For example missile boosters are the equivalent to higher class missiles and with the Weapon Lab you can tinker to your hearts content with missiles, cannon etc. Augmented power systems are already there for shields/weapons etc. Vice has played with new specialised mining beams but it's hard to improve on manual priming your cargo bays. Terrain Walkers are as they are because Vice has created a small ship space sim - not a Mech War clone. Sort of back to the idea that if you want to play Mech Wars then there are games out there already.
However, there are some suggestions that look new and very interesting, though I don't see that they they need to be locked into the proposed research model. If improvements are hidden and 'out there' then they can be ferreted out. Finding stuff is different from researching. Finding a new ore that can create a new super alloy requires established facilities (with proper qualified researchers) to experiment with it to see if it really can create a new 'better' alloy. If those facilities exist in game they will have their own sources of material - or else they wouldn't exist. It feels as if the 'research' aspect is actually more of an explorer role. I love explorer!
Distilling the ideas being suggested down to 'new equipment improvements' that would make gameplay better, I quite like the idea of a missile lock that doesn't drop when the target moves out of the HUD or a 'look-around' targetting system - that would be cool. Then again, I've been asking (in vain) for ages for an Excalibur Missile System with the option of firing volleys of 2, 4 or 8 missiles. It's not even available in the Weapon Lab
It's great to see what players imaginations can come up with though.
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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PaulB
- Commander

- Posts: 588
- Joined: Sat Feb 22, 2014 11:25 pm
This is a good idea
None of that is really quite relevant.
A radio of gthe 1920s - 1950s is a totally different radio of the 1950's - 1970s and of the 1970s - today.
Advances in miniaturization from vacuum tube to transistors to ICs to whole devices on a chip have and will continue to evolve.
Thus what could fit in a Frame origianlly may be totally different from what might fit in a Frame tomorrow.
The Real point is: where is the game going and where do users want the game to go.
If the game (or any game) continues to develope in waya the uses (and future users) like then people will continue to buy it - if not it will stagnate, aka Privateer and any others you care to name.
I think it's plus that people want to see expansion and that Vice is doing a lot to implement expansion.
The game has to not only please the current users but future users or it's not going to grow - although I don't believe in unlimited growth any more than I believe in unlimited Capitalism or any other 'ism.
But there must be expanding interest and growth and EM does need it. And I think another good reason why is the lack of activity in MP - which doesn't bother me all that much but from all the post of new users asking about MP activity it's obviously important to a lot of people.
The better the game is and the more there is to do the longer it will take people to get tired of it and move on to try something else.
I admit I'm selfish - I want more to do to keep my interest up - and I expect a lot of people do and I'd rather it be EM expanding and offering users what they desire than some other game where all the developers care about is filling their own pocketbooks with what "they" consider to be what users want.
I did a LOT of googling and searching looking for something to replace Privateer GG and my conclusions was that the X series pretty much sucked because of failed promises and bugs and other games were just more in the shootem up category.
EM had and has a lot going for it but IMO needs more and will need more, and will need more, and users come up with more ideas and the more Vice can provide the longer life the game will have and the more people will talk about EM rather that Star Citizen and the others thatt I don't think have the potential that EM has simply because Vice is trying to provide what users want.
It has nothing whatever to do with making EM like Privateer or any of the others. It's about making EM far better than any of the others. At least that's how I view it.
A radio of gthe 1920s - 1950s is a totally different radio of the 1950's - 1970s and of the 1970s - today.
Advances in miniaturization from vacuum tube to transistors to ICs to whole devices on a chip have and will continue to evolve.
Thus what could fit in a Frame origianlly may be totally different from what might fit in a Frame tomorrow.
The Real point is: where is the game going and where do users want the game to go.
If the game (or any game) continues to develope in waya the uses (and future users) like then people will continue to buy it - if not it will stagnate, aka Privateer and any others you care to name.
I think it's plus that people want to see expansion and that Vice is doing a lot to implement expansion.
The game has to not only please the current users but future users or it's not going to grow - although I don't believe in unlimited growth any more than I believe in unlimited Capitalism or any other 'ism.
But there must be expanding interest and growth and EM does need it. And I think another good reason why is the lack of activity in MP - which doesn't bother me all that much but from all the post of new users asking about MP activity it's obviously important to a lot of people.
The better the game is and the more there is to do the longer it will take people to get tired of it and move on to try something else.
I admit I'm selfish - I want more to do to keep my interest up - and I expect a lot of people do and I'd rather it be EM expanding and offering users what they desire than some other game where all the developers care about is filling their own pocketbooks with what "they" consider to be what users want.
I did a LOT of googling and searching looking for something to replace Privateer GG and my conclusions was that the X series pretty much sucked because of failed promises and bugs and other games were just more in the shootem up category.
EM had and has a lot going for it but IMO needs more and will need more, and will need more, and users come up with more ideas and the more Vice can provide the longer life the game will have and the more people will talk about EM rather that Star Citizen and the others thatt I don't think have the potential that EM has simply because Vice is trying to provide what users want.
It has nothing whatever to do with making EM like Privateer or any of the others. It's about making EM far better than any of the others. At least that's how I view it.
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DaveK
- Global Moderator

- Posts: 4161
- Joined: Mon Apr 19, 2010 9:04 pm
- Location: Leeds UK
This is a good idea
I am all in favour of developments - as Vice is by past actions - all I'm saying is that most of the 'research' outcomes suggested here are already available in game, but rather than just doing more contracts in Sapphire to earn them, they can as steps in the game as you get more experienced and skills.From post: 175082, Topic: tid=11778, author=PaulB wrote:None of that is really quite relevant.
A radio of gthe 1920s - 1950s is a totally different radio of the 1950's - 1970s and of the 1970s - today.
Advances in miniaturization from vacuum tube to transistors to ICs to whole devices on a chip have and will continue to evolve.
Thus what could fit in a Frame origianlly may be totally different from what might fit in a Frame tomorrow.
The Real point is: where is the game going and where do users want the game to go.
If the game (or any game) continues to develope in waya the uses (and future users) like then people will continue to buy it - if not it will stagnate, aka Privateer and any others you care to name.
I think it's plus that people want to see expansion and that Vice is doing a lot to implement expansion.
The game has to not only please the current users but future users or it's not going to grow - although I don't believe in unlimited growth any more than I believe in unlimited Capitalism or any other 'ism.
But there must be expanding interest and growth and EM does need it. And I think another good reason why is the lack of activity in MP - which doesn't bother me all that much but from all the post of new users asking about MP activity it's obviously important to a lot of people.
The better the game is and the more there is to do the longer it will take people to get tired of it and move on to try something else.
I admit I'm selfish - I want more to do to keep my interest up - and I expect a lot of people do and I'd rather it be EM expanding and offering users what they desire than some other game where all the developers care about is filling their own pocketbooks with what "they" consider to be what users want.
I did a LOT of googling and searching looking for something to replace Privateer GG and my conclusions was that the X series pretty much sucked because of failed promises and bugs and other games were just more in the shootem up category.
EM had and has a lot going for it but IMO needs more and will need more, and will need more, and users come up with more ideas and the more Vice can provide the longer life the game will have and the more people will talk about EM rather that Star Citizen and the others thatt I don't think have the potential that EM has simply because Vice is trying to provide what users want.
It has nothing whatever to do with making EM like Privateer or any of the others. It's about making EM far better than any of the others. At least that's how I view it.
We're not talking about today vs the 24th century. We're talking about what's in the game. Even in the 24th Century, I don't think that 'research' will include going and finding new ores that somehow can be used to make super new metals. Shields tomorrow really will be like shields today - big development take a lot of time resources, skilled people and money to bring to market - not just a cargo bay of a new ore. That won't change by the 24th century either.
As for unlimited growth - that's a fallacy on Earth because resources are finite. However with hundreds of planets available for resource exploitation and population growth, humanity could spread out across the galaxy in an unlimited wave. I'm not sure that would be a galactic improvement though
EM will inevitably develop, but I wouldn't want to see changes "to make it like other games, only better because in XXX I don't like yyy" or "because in XXX I do like yyy". When there was a big wave of support for radical changes to combat in EM with combat junkies crying out for much much more combat, Vice created AA - the jockeys got what they wanted but EM wasn't changed out of all recognition in the process. Development can be good but Change can be dangerous if it isn't properly thought through. Let players create a super ship with everything on it they want - double cannon, missiles, better shields, longer jumps etc etc and after they've got it all what can they do with it? Other players who haven't developed their ships as far (or who concentrate on other aspects of the game) are sitting ducks. Combat against AI becomes a doddle - or non souped up ships won't stand a chance against AI either if AI are souped up as well. So combat becomes a cliquey sport for combat jocks who create combat ships. Fine, but why not play a more combat oriented game in the first place. For explorers, jumping 20 or 50 sectors isn't really much different from jumping the present max of 10. Exploring is about the journey not getting there quicker.
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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Busch
- Captain

- Posts: 1468
- Joined: Tue Jul 20, 2010 1:07 am
- Location: Portland, OR. West Coast, USA
This is a good idea
It's all about gravity....and things trans-dimensional... 
Seconding Dave. Well said, my friend.
Seconding Dave. Well said, my friend.
Commander

[SW] Clan Squadron Lead - Retired
Call Sign: Busch



[SW] Clan Squadron Lead - Retired
Call Sign: Busch


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Fast-Trax
- Ensign

- Posts: 19
- Joined: Sun Jan 11, 2015 1:56 am
This is a good idea
I also like Elrique64's ideas of being able to do contracts for new material!! Great stuff!! So how about using research points in this manner;
Research points are used to research the new material from a contract, thereby developing a new technology or improving an existing one - develop a new wing system, or enhance an existing one along my suggested lines (develop agility, reduce assembly, reduce cost ect, ect).
As for developing custom super ships that unbalance the game {Re; DaveK} - I merely picked an arbitary adjustment of 50% change through research points to show a theoretical or potential possibility if applied to entry level frames - you don't have to make research points that influential. 25% would still be significant, as would 20% ... or even 15%. 20% would still enable players significant tweaking to customise ship features to suit the role that player wants.
As for your point about a entry level ship v a full custom civ ship being unbalanced, well yeah, but that same entry level Arrow ship is gonna get his arse nuked if he runs into a hostile fully outfitted (but not researched/custom) Starmaster ... so I fail to see your point???
And AI customisation making it hard for lower level players??? Stick custom AI ships in the hotter, more dangerous zones and leave them there. Makes those zones that much more scary for newb's like me
Research points are used to research the new material from a contract, thereby developing a new technology or improving an existing one - develop a new wing system, or enhance an existing one along my suggested lines (develop agility, reduce assembly, reduce cost ect, ect).
As for developing custom super ships that unbalance the game {Re; DaveK} - I merely picked an arbitary adjustment of 50% change through research points to show a theoretical or potential possibility if applied to entry level frames - you don't have to make research points that influential. 25% would still be significant, as would 20% ... or even 15%. 20% would still enable players significant tweaking to customise ship features to suit the role that player wants.
As for your point about a entry level ship v a full custom civ ship being unbalanced, well yeah, but that same entry level Arrow ship is gonna get his arse nuked if he runs into a hostile fully outfitted (but not researched/custom) Starmaster ... so I fail to see your point???
And AI customisation making it hard for lower level players??? Stick custom AI ships in the hotter, more dangerous zones and leave them there. Makes those zones that much more scary for newb's like me
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Marvin
- Global Moderator

- Posts: 14373
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This is a good idea
From post: 175088, Topic: tid=11778, author=Fast-Trax wrote:As for your point about a entry level ship v a full custom civ ship being unbalanced, well yeah, but that same entry level Arrow ship is gonna get his arse nuked if he runs into a hostile fully outfitted (but not researched/custom) Starmaster ... so I fail to see your point???
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Rubber Chicken
- Captain

- Posts: 1193
- Joined: Sun Nov 13, 2011 5:10 pm
- Location: Skinny Dipping in the Punchbowl of Doom.
This is a good idea
I would (and have) chosen to fly 'entry level' ships in spite of being able to afford the best the shipyard has to offer. Reason: I find things like that to be fun. 
Also being one who has defeated a fully-ranked, fully-equipped Chimera (in pvp) with an underequipped Arrow, ...and AI Vonaris, AI Starmasters and military ships, ...and Capital ships of both Human and Vonari types (with a more properly fitted Arrow, of course.).... I tend to disagree with Fast-Trax. Survival chances are lower in heavy combat when the pilot does not have the experience or to use their light-class ship to the fullest, but that really is the main factor.
While equipment is very important, skill truly is the deciding factor. This is in some respects true-to-life, and is one non-hypothetical aspect EM does very well in simulating.
Example:
Look up the history of an airplane known as the P11.c . It was a 1930's era open-cockpit monoplane that Polish air force pilots used to an estimated 5 kills for every 1 defeat vs. the Me109 during Germany's invasion at the onset of WW2. Mind you, the Me109 was the most advanced single-engine fighter plane in the world when this occurred.
Now think of that the next time you are in an Arrow and overwhelmingly outnumbered by Starmasters. Go get 'em tiger!
Also being one who has defeated a fully-ranked, fully-equipped Chimera (in pvp) with an underequipped Arrow, ...and AI Vonaris, AI Starmasters and military ships, ...and Capital ships of both Human and Vonari types (with a more properly fitted Arrow, of course.).... I tend to disagree with Fast-Trax. Survival chances are lower in heavy combat when the pilot does not have the experience or to use their light-class ship to the fullest, but that really is the main factor.
While equipment is very important, skill truly is the deciding factor. This is in some respects true-to-life, and is one non-hypothetical aspect EM does very well in simulating.
Example:
Look up the history of an airplane known as the P11.c . It was a 1930's era open-cockpit monoplane that Polish air force pilots used to an estimated 5 kills for every 1 defeat vs. the Me109 during Germany's invasion at the onset of WW2. Mind you, the Me109 was the most advanced single-engine fighter plane in the world when this occurred.
Now think of that the next time you are in an Arrow and overwhelmingly outnumbered by Starmasters. Go get 'em tiger!
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Marvin
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This is a good idea
From post: 175091, Topic: tid=11778, author=Rubber Chicken wrote:Look up the history of an airplane known as the P11.c . It was a 1930's era open-cockpit monoplane that Polish air force pilots used to an estimated 5 kills for every 1 defeat vs. the Me109 during Germany's invasion at the onset of WW2. Mind you, the Me109 was the most advanced single-engine fighter plane in the world when this occurred.
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Rubber Chicken
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This is a good idea
The invasion of Poland was the opening gambit of WW2 in Europe. England was not yet in the war, and in the Battle of Britain phase of the war the newly-introduced Spitfire was still barely able to keep up with the Messerschmitt. Other factors such as early-warning systems and home-sky advantage were what allowed the British the ability to stem the Nazi tide.
The Me109e and it's future variants was not even close to being equaled by anything the allies had developed (when put into a level-playing-field scenario) until roughly mid-war. - Not bad for a design that got it's trial by fire during the Spanish Civil War. (1936-1939)
As far as the A6M Zero goes, while it was more advanced than anything the allies had at the onset of the war, it still did not outperform the Me109 - except maybe in sustained tight-turning ability. The 109 whilst having a fantastic turning ability was mainly designed for high speed hit-and-run attacks, while the Zero was employed almost exclusively in heavy-turning situations, or in such a way that the target was never aware of the danger and was crept-up on from 6 o'clock. The comparison between the two is apples vs. oranges IMO.
Anyway, enough of the history lesson. We now return you to your regularly-scheduled thread.
[Edited on 1-23-2015 by Rubber Chicken]
[Edited on 1-23-2015 by Rubber Chicken]
The Me109e and it's future variants was not even close to being equaled by anything the allies had developed (when put into a level-playing-field scenario) until roughly mid-war. - Not bad for a design that got it's trial by fire during the Spanish Civil War. (1936-1939)
As far as the A6M Zero goes, while it was more advanced than anything the allies had at the onset of the war, it still did not outperform the Me109 - except maybe in sustained tight-turning ability. The 109 whilst having a fantastic turning ability was mainly designed for high speed hit-and-run attacks, while the Zero was employed almost exclusively in heavy-turning situations, or in such a way that the target was never aware of the danger and was crept-up on from 6 o'clock. The comparison between the two is apples vs. oranges IMO.
Anyway, enough of the history lesson. We now return you to your regularly-scheduled thread.
[Edited on 1-23-2015 by Rubber Chicken]
[Edited on 1-23-2015 by Rubber Chicken]
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Fast-Trax
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This is a good idea
Bully beans to Rubber Chicken for his efforts. However, whilst the primary functional aspect of my idea of research points is an improvment to your ships capability ... it isn't actually my sole motivation for suggesting it. Research points allow you to customise/personalise your ship in a very private, personalised manner, thereby increasing your sense of ownership (and involvement in the game). Yes, I know, you can design the way your ships look, but it is still possible to run into another ship that looks nothing like your ship, but that is still equipped and outfitted exactly as yours.
Research points ensures that no other shiup in the entire Evochron universe will be exactly as yours. It makes it yours. Your efforts on how you equip it, your decisions on what engine and what wings ... and what minute details that you and you alone have personally tweaked. It increases player involvement and ownership of their ship in a way that results in not only visible aspects, but also performance aspects.
I am not someone who has ever played a space sim before - so I bring no other space sim bias to Evochron Mercenary ... in fact the only other games that I have played are Diablo I & II and World of Tanks ... so I don't have much other game bias at all.
Actually, one of the aspects that I wish World of Tanks had was an ability to further customise your tank (other than what cammo it has and what you put in your 3 equip slots!!). And whilst I love the dynamic death match, team tactical aspect of WoT, I love the freedom of Evochron - it is a great game!! I do find it interesting that perhaps my love of customisation is derived from the Diablo RPG's - choose your weapon, choose your armour, enhance both through sorcery, choose your skills, your combat styles, your defensive styles ... so maybe that is my other game bias?? I love the ability to customise as it increases ownerhip though. I also love looking for any minute advantage I can achieve ... but maybe that is just me???
Also, another thing to mention RE: Rubber Chicken - you like the idea of bare-bones'ing it in combat, fine ... the whole idea of research points is you do what you want with them. Don't want to use them ... don't, your choice, that's the very reason I love Evochron - the freedom it gives you!!
Research points ensures that no other shiup in the entire Evochron universe will be exactly as yours. It makes it yours. Your efforts on how you equip it, your decisions on what engine and what wings ... and what minute details that you and you alone have personally tweaked. It increases player involvement and ownership of their ship in a way that results in not only visible aspects, but also performance aspects.
I am not someone who has ever played a space sim before - so I bring no other space sim bias to Evochron Mercenary ... in fact the only other games that I have played are Diablo I & II and World of Tanks ... so I don't have much other game bias at all.
Actually, one of the aspects that I wish World of Tanks had was an ability to further customise your tank (other than what cammo it has and what you put in your 3 equip slots!!). And whilst I love the dynamic death match, team tactical aspect of WoT, I love the freedom of Evochron - it is a great game!! I do find it interesting that perhaps my love of customisation is derived from the Diablo RPG's - choose your weapon, choose your armour, enhance both through sorcery, choose your skills, your combat styles, your defensive styles ... so maybe that is my other game bias?? I love the ability to customise as it increases ownerhip though. I also love looking for any minute advantage I can achieve ... but maybe that is just me???
Also, another thing to mention RE: Rubber Chicken - you like the idea of bare-bones'ing it in combat, fine ... the whole idea of research points is you do what you want with them. Don't want to use them ... don't, your choice, that's the very reason I love Evochron - the freedom it gives you!!
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Rubber Chicken
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This is a good idea
I was just responding to the statement that the light-class Arrow had little to no chance vs. a heavy-class Starmaster. The point I wanted to make was that in skilled hands all ship models are capable of victory in EM.
I do like the idea of 'earning' a way to upgrade and personalize your ship beyond the visual aspect thereby making a player's ship truly unique.
Whether the Research Points idea has logical merit to it's implementation or if there's a better way, I'll leave to the greater minds of the community to decide.
I do like the idea of 'earning' a way to upgrade and personalize your ship beyond the visual aspect thereby making a player's ship truly unique.
Whether the Research Points idea has logical merit to it's implementation or if there's a better way, I'll leave to the greater minds of the community to decide.
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PaulB
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This is a good idea
Just tp get a little back on track of what my wish/recommendation was regarding the Researce Trade Station idea was not really to 'soup up' your ship although it's no secret that I favor longer range guns and more missile capacity - think of it like a navy ship - x number of missile in the launcher (8) plus more 8 or 16 in the hold to be auto loaded when the b slots are empty plus the ability to find whatever your favorite missile is (excludng Fulcrum - I just referring to regular missiles) in any station when you need them. I'm afraid I hate being in a system where there are no Exodus, or even Starfire or Rockeye missiles available. I think the player should have the ability to buy whatever missile he/she prefers.
The Idea of the new Research Trade Station is to provide a new database driven expansion capability to had NEW THINGS to search for, discover, and sell to the Reasarch Trade Stations that would then propagate to ALL RTSs as new and different products (from what regular Trade Stations have) and might include anything the imagination of the developer and community dreams up for future enhancements.
And yes they might include ship enhancements to power, fuel, shields, weapons, etc. - but sinde it's database driven those type of enhancements could contain fields to limit their usage to SP mode only or limited to effectiveness against AI ships only, so there was no balance shift in PVP.
I frankly think players (like some of us who may never have super skills) could use some more advantages when it come to contracts in Moderate & Hostile systems against 10+ enemy ships per waypoint - though cheaper Wingmen could fill that bill and be more fun.
But the new RTS products developed from 'things' found and sold to the station could be anything, aka, Air Generators, Food Processors, Power Plants, Worm Hole Generator, Jump Gate Builder, you name it. And what might the new 'things' be to be found and sold to the Research Trade Stations? I don't know, you name it. That's why I suggest it be database driven so there can be a more simplified way to had new things to do and find (as much as is possible and feasible to do so).
The main point was New things to do in EM that would be as easy as possible to expand to reduce the boredom that eventually sets in as you exhaust the current things that start to become common place, like Oxygen and Diamond and Platinum, Clean Solar Panels, etc., etc. contracts.
Finding new things, say different type of Crystal to sell to RTS to be developed into other products could do this.
(read some of the Crystal Singer novels by Anne McCaffrey for reference).
The Idea of the new Research Trade Station is to provide a new database driven expansion capability to had NEW THINGS to search for, discover, and sell to the Reasarch Trade Stations that would then propagate to ALL RTSs as new and different products (from what regular Trade Stations have) and might include anything the imagination of the developer and community dreams up for future enhancements.
And yes they might include ship enhancements to power, fuel, shields, weapons, etc. - but sinde it's database driven those type of enhancements could contain fields to limit their usage to SP mode only or limited to effectiveness against AI ships only, so there was no balance shift in PVP.
I frankly think players (like some of us who may never have super skills) could use some more advantages when it come to contracts in Moderate & Hostile systems against 10+ enemy ships per waypoint - though cheaper Wingmen could fill that bill and be more fun.
But the new RTS products developed from 'things' found and sold to the station could be anything, aka, Air Generators, Food Processors, Power Plants, Worm Hole Generator, Jump Gate Builder, you name it. And what might the new 'things' be to be found and sold to the Research Trade Stations? I don't know, you name it. That's why I suggest it be database driven so there can be a more simplified way to had new things to do and find (as much as is possible and feasible to do so).
The main point was New things to do in EM that would be as easy as possible to expand to reduce the boredom that eventually sets in as you exhaust the current things that start to become common place, like Oxygen and Diamond and Platinum, Clean Solar Panels, etc., etc. contracts.
Finding new things, say different type of Crystal to sell to RTS to be developed into other products could do this.
(read some of the Crystal Singer novels by Anne McCaffrey for reference).
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DaveK
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This is a good idea
I like the idea of new things for players who don't want to play 'outside the box' and who would appreciate new things to do/find/build. After all, I don't have to be always changing to a new activity just because it's in the game, but it's there for those who would like to chase the latest in-thing.
But (and it's a bit but relating to the difference between change and development) if the changes mean that in order not to get left totally behind in some major integral aspect of the game (for example combat) I am forced to participate in the latest new thing, then in effect your need for new stuff to do impacts greatly on my preferred game play.
This is a perpetual balancing act - new stuff can sound really interesting and fun, but they have to be balanced against their possible negative impact on gameplay. I've been playing EM from EL days and I'm not only not bored yet, I've got an EM ToDo list with a handful of meaty projects I haven't had time to tackle yet. That's simply because I enjoy exploration and research and explaining the background and technology of the Evoverse. I also enjoy pootling around maintaining Atlas of two servers and helping newbies if they want to be helped. That's my idea of fun . . . and it doesn't negatively impact on other players.
I guess that all I'm saying is that any new idea (if it's going to have a chance of being incorporated) not only needs justifying in its own right as an improvement. But it also needs justifying as not being a spoiler for other players . . .
For example, with your 'buy missiles anywhere' idea. I can see that that would please combat players who don't want to trail off to restock. I could always discipline myself not to buy missiles other than in the tech level of systems they already exist in. But if players in every system can restock with better missiles wherever they are then it would impact on their combat strategy (missiles used like confetti) and hence if I'm involved in a combat situation, it impacts on me since they virtually have an unlimited supply of their favourite missiles.
One way around it would be to make hi-class missiles inversely expensive according to the tech level of the system you buy them in. You could buy the best missiles in Sapphire but you have to pay an exorbitant (and I mean exorbitant) fee. A few hundred million a missile (or you have the choice, as now, of trailing off to a hi-level system and buy them for a few thousand). With multi-billionaires around (I've got 17 billion)it would unbalance things if they could buy everything cheaply everywhere.
Another possibility to make you still think about how and when you pop your missiles could be using the in-game coding that charges you for stations/fuel etc at a price that reflects your bank balance. This would only be for when you want to buy in a system where (for good reasons) they can't be found at present.
so there's a strrter; an idea (all missiles everywhere) that could appeal to some players but impact badly on others along with ways (price reflecting the transport fees and import taxes . . . and/or bank balance of the buyer) to keep the 'in favour players' happy whilst not impacting too badly on the 'I don't need it' players

But (and it's a bit but relating to the difference between change and development) if the changes mean that in order not to get left totally behind in some major integral aspect of the game (for example combat) I am forced to participate in the latest new thing, then in effect your need for new stuff to do impacts greatly on my preferred game play.
This is a perpetual balancing act - new stuff can sound really interesting and fun, but they have to be balanced against their possible negative impact on gameplay. I've been playing EM from EL days and I'm not only not bored yet, I've got an EM ToDo list with a handful of meaty projects I haven't had time to tackle yet. That's simply because I enjoy exploration and research and explaining the background and technology of the Evoverse. I also enjoy pootling around maintaining Atlas of two servers and helping newbies if they want to be helped. That's my idea of fun . . . and it doesn't negatively impact on other players.
I guess that all I'm saying is that any new idea (if it's going to have a chance of being incorporated) not only needs justifying in its own right as an improvement. But it also needs justifying as not being a spoiler for other players . . .
For example, with your 'buy missiles anywhere' idea. I can see that that would please combat players who don't want to trail off to restock. I could always discipline myself not to buy missiles other than in the tech level of systems they already exist in. But if players in every system can restock with better missiles wherever they are then it would impact on their combat strategy (missiles used like confetti) and hence if I'm involved in a combat situation, it impacts on me since they virtually have an unlimited supply of their favourite missiles.
One way around it would be to make hi-class missiles inversely expensive according to the tech level of the system you buy them in. You could buy the best missiles in Sapphire but you have to pay an exorbitant (and I mean exorbitant) fee. A few hundred million a missile (or you have the choice, as now, of trailing off to a hi-level system and buy them for a few thousand). With multi-billionaires around (I've got 17 billion)it would unbalance things if they could buy everything cheaply everywhere.
Another possibility to make you still think about how and when you pop your missiles could be using the in-game coding that charges you for stations/fuel etc at a price that reflects your bank balance. This would only be for when you want to buy in a system where (for good reasons) they can't be found at present.
so there's a strrter; an idea (all missiles everywhere) that could appeal to some players but impact badly on others along with ways (price reflecting the transport fees and import taxes . . . and/or bank balance of the buyer) to keep the 'in favour players' happy whilst not impacting too badly on the 'I don't need it' players
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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Marvin
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This is a good idea
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DaveK
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This is a good idea
Evochron Authorities are missing a trick here!. They already tax station building and fuel according to your bank balance. Perhaps they could deduct an 'import' tax as you cross the border into Sapphire (or wherever) or a 'usage tax' if you fire missiles that aren't stocked in the system if you launch them in combat . There could be a whole new career path as a Customs & Excise Agent!
:P
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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Rubber Chicken
- Captain

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This is a good idea
In MP I've already seen Starfire and Exodus missiles available in Sapphire. Apparently player-built stations with the right add-on stations will yield them in the higher tech sectors of the system. (Think surrounding areas south of planet Rivoch.
)
I think it's already cool how it seems economy ratings are based on individual planets and surrounding sectors, not necessarily the entire star system itself. What is seen on the economy overlay in the Quadrant Map is a 'blanket' value for the entire star system, and planets/stations can affect the values of real estate within the system. But, I digress...
The main point is: If with the proper placement and build-up of economically strategic locations will yield such good results, then isn't this missile idea already implemented in a way? Yes, you'll still have to search and experiment with station building, but it is there.
IMO if one is able to find the tech they want at the nearest convenient station, then essentially every sector is the same. Might as well make Sapphire sector 0.0.0 true 1:1 scale and dump all the other thousands of surrounding sectors out the window...
[Edited on 1-25-2015 by Rubber Chicken]
I think it's already cool how it seems economy ratings are based on individual planets and surrounding sectors, not necessarily the entire star system itself. What is seen on the economy overlay in the Quadrant Map is a 'blanket' value for the entire star system, and planets/stations can affect the values of real estate within the system. But, I digress...
The main point is: If with the proper placement and build-up of economically strategic locations will yield such good results, then isn't this missile idea already implemented in a way? Yes, you'll still have to search and experiment with station building, but it is there.
IMO if one is able to find the tech they want at the nearest convenient station, then essentially every sector is the same. Might as well make Sapphire sector 0.0.0 true 1:1 scale and dump all the other thousands of surrounding sectors out the window...
[Edited on 1-25-2015 by Rubber Chicken]
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DaveK
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This is a good idea
What you've hit upon is what I've used in the past to create my own version of 'excellent trade systems' that are much safer than Pearl and so suitable for less experienced players.From post: 175114, Topic: tid=11778, author=Rubber Chicken wrote:In MP I've already seen Starfire and Exodus missiles available in Sapphire. Apparently player-built stations with the right add-on stations will yield them in the higher tech sectors of the system. (Think surrounding areas south of planet Rivoch.)
I think it's already cool how it seems economy ratings are based on individual planets and surrounding sectors, not necessarily the entire star system itself. What is seen on the economy overlay in the Quadrant Map is a 'blanket' value for the entire star system, and planets/stations can affect the values of real estate within the system. But, I digress...
The main point is: If with the proper placement and build-up of economically strategic locations will yield such good results, then isn't this missile idea already implemented in a way? Yes, you'll still have to search and experiment with station building, but it is there.
IMO if one is able to find the tech they want at the nearest convenient station, then essentially every sector is the same. Might as well make Sapphire sector 0.0.0 true 1:1 scale and dump all the other thousands of surrounding sectors out the window...
[Edited on 1-25-2015 by Rubber Chicken]
Spoiler
Find an uncharted system with a couple for planets. Near each build a trade station. At one of the stations cancel your licence - this is the station you'll sell at and you don't want to lose 25% on your sales price!Near the other station build a research station, energy station etc to boost the local tech level. You should now be able to find lucrative trade goods here and get a 25% discount when buying. Stock up and flit ot the other station (usually a single jump). Sell and return to the first station Rinse and repeat.
It's a bit of a cheat (or is it?) but you do have to invest time effort and $$$ before you can use it, so less of a cheat than certain systems we know about!
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam



