NO TAX
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Dengar
- Lieutenant

- Posts: 293
- Joined: Tue Nov 18, 2008 9:30 pm
NO TAX
Adding on to my ten penneth, last night I blew up an SW station in Pearl WZ. The detonator cost me over 4 million, and I used it once. So to do some real damage to a Clan ownwed system, then that is a lot. Yet a clan can buy a Constructor AND a Deployer for around 3 million for the pair and place stations everywhere. Maybe the Constructor and deployer should only be used once, like a detonator.
Certainly stop us all becoming obese in the plethora of GorfBurgers!!!!
Certainly stop us all becoming obese in the plethora of GorfBurgers!!!!
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Phileosophos
- Ensign

- Posts: 44
- Joined: Tue Jan 27, 2009 9:20 pm
NO TAX
Personally, I'd prefer to stick with the costs of buying and slotting the device--both of which seem to be overlooked by most replies here. But if you're going to impose an additional cost, please stick with money only; I'd hate to have to track down a bunch of obscure materials and fill my cargo bay with them as well.
[Edited on 9-28-2010 by Phileosophos]
[Edited on 9-28-2010 by Phileosophos]
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Gordon
- Ensign

- Posts: 17
- Joined: Tue Mar 03, 2009 1:18 am
NO TAX
As others have pointed out, nothing in life is free, so there should be some work/cost involved with using the device beyond the initial cost to purchase.
While I understand that making it cost money is the easiest way for Vice to implement the change, I would rather see some way that minerals are required instead . In my opinion this would give more meaning and purpose to mine asteroids and planets for their minerals. When you first start out, mining is essential to help build your bank account but then quickly becomes unnecessary since there is more money to be made via trade runs and contracts. Much like Legends mining minerals becomes obsolete way too fast in the game and has no real purpose once a player has enough cash. Currently, once a player has enough money he is more likely to do trade runs with big ticket items instead of minerals since he will get a much higher payout than he could mining minerals. Utilizing minerals to build would make for more interesting game play, give more meaning to mine and make the player think twice before placing a station or stations when he is almost out of resources.
As others have stated, making money is pretty easy once you find those sweet trade runs so the rich player really does not have to think twice about putting up station after station since money is not a problem. On the other hand utilizing minerals would require that player to have to think it out before building and require him to either mine for himself, buy the minerals at stations or use the services of a mining clan to deliver the necessary products. I would not want the primary cargo bays needed to store these materials but would rather the constructor itself have a limited cargo hold for these materials when purchased which would be replenished as needed.
The same holds true for the Excal's, I always felt they should require minerals to be produced. Right now, less for the time it takes for them to regenerate. Once you buy it you have an unlimited supply of missiles without any work/cost on the players part.
While I understand that making it cost money is the easiest way for Vice to implement the change, I would rather see some way that minerals are required instead . In my opinion this would give more meaning and purpose to mine asteroids and planets for their minerals. When you first start out, mining is essential to help build your bank account but then quickly becomes unnecessary since there is more money to be made via trade runs and contracts. Much like Legends mining minerals becomes obsolete way too fast in the game and has no real purpose once a player has enough cash. Currently, once a player has enough money he is more likely to do trade runs with big ticket items instead of minerals since he will get a much higher payout than he could mining minerals. Utilizing minerals to build would make for more interesting game play, give more meaning to mine and make the player think twice before placing a station or stations when he is almost out of resources.
As others have stated, making money is pretty easy once you find those sweet trade runs so the rich player really does not have to think twice about putting up station after station since money is not a problem. On the other hand utilizing minerals would require that player to have to think it out before building and require him to either mine for himself, buy the minerals at stations or use the services of a mining clan to deliver the necessary products. I would not want the primary cargo bays needed to store these materials but would rather the constructor itself have a limited cargo hold for these materials when purchased which would be replenished as needed.
The same holds true for the Excal's, I always felt they should require minerals to be produced. Right now, less for the time it takes for them to regenerate. Once you buy it you have an unlimited supply of missiles without any work/cost on the players part.
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Von Paulus
- Lieutenant

- Posts: 140
- Joined: Tue Aug 10, 2010 11:18 am
- Location: Portugal
NO TAX
Couldn't agree more. Even being a rookie player I can see the sense in this.Originally posted by Gordon
As others have pointed out, nothing in life is free, so there should be some work/cost involved with using the device beyond the initial cost to purchase.
While I understand that making it cost money is the easiest way for Vice to implement the change, I would rather see some way that minerals are required instead . In my opinion this would give more meaning and purpose to mine asteroids and planets for their minerals. When you first start out, mining is essential to help build your bank account but then quickly becomes unnecessary since there is more money to be made via trade runs and contracts. Much like Legends mining minerals becomes obsolete way too fast in the game and has no real purpose once a player has enough cash. Currently, once a player has enough money he is more likely to do trade runs with big ticket items instead of minerals since he will get a much higher payout than he could mining minerals. Utilizing minerals to build would make for more interesting game play, give more meaning to mine and make the player think twice before placing a station or stations when he is almost out of resources.
As others have stated, making money is pretty easy once you find those sweet trade runs so the rich player really does not have to think twice about putting up station after station since money is not a problem. On the other hand utilizing minerals would require that player to have to think it out before building and require him to either mine for himself, buy the minerals at stations or use the services of a mining clan to deliver the necessary products. I would not want the primary cargo bays needed to store these materials but would rather the constructor itself have a limited cargo hold for these materials when purchased which would be replenished as needed.
The same holds true for the Excal's, I always felt they should require minerals to be produced. Right now, less for the time it takes for them to regenerate. Once you buy it you have an unlimited supply of missiles without any work/cost on the players part.
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Maarschalk
- Captain

- Posts: 7641
- Joined: Wed Feb 25, 2009 12:24 am
- Location: USA, Also check your six!
NO TAX
LOL...is it still breathing, does it have a pulse....are the airpassages clear...? Nope it is dead alright with a big fulcrum torpedo up it's throath....
:P:P:P:P....(Just kidding.....
:P:P:P:P...really.....)
Arvoch Alliance Stat:

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Darkness is the absence of Light as Evil is the absence of Good

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Darkness is the absence of Light as Evil is the absence of Good
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ShoHashi
- Lieutenant Jr. Grade

- Posts: 63
- Joined: Sun Nov 18, 2007 10:30 pm
- Location: Laurelton, PA
NO TAX
I voted yes.
EDIT: However, after I went back to re-read the posts in this thread, what Gordon wrote does make sense in how he laid it out. So...I have to agree with him. Unfortunately, I cannot change my vote.

-Sho
[Edited on 9-30-2010 by ShoHashi]
EDIT: However, after I went back to re-read the posts in this thread, what Gordon wrote does make sense in how he laid it out. So...I have to agree with him. Unfortunately, I cannot change my vote.
I guess he's gonna have to get a ***gasp*** real job!Admiral Sindari posted:
Anyway, how is poor poverty stricken Romulan supposed to destroy all those nasty little MooMart stations that get put up willy nilly, if you start taxing his deployables?
-Sho
[Edited on 9-30-2010 by ShoHashi]
StarWolves Clan
StarWolves Clan LCDR/Flight Lead

StarWolves Clan LCDR/Flight Lead

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Maarschalk
- Captain

- Posts: 7641
- Joined: Wed Feb 25, 2009 12:24 am
- Location: USA, Also check your six!
NO TAX
ROFL, Admiral.....because of you, noobs ship insurrance is sky high.....Noobs are paying heavy premiums for what is called a RPI (Romulan Protection Insurance).......how about some reimbursements to the noobs who's ships you have destroyed with back intrests.....LOL....
:P:P:P:P
Arvoch Alliance Stat:

Evochron Legends Stats:

Evochron Mercenary Stats:

Darkness is the absence of Light as Evil is the absence of Good

Evochron Legends Stats:

Evochron Mercenary Stats:

Darkness is the absence of Light as Evil is the absence of Good



