So, it turns out you can make about 80,000 credits out of a thoroughly mined standard asteroid belt.
I only mined about 2/3s of mine, and ended up with over 120K coming out of St. K's. Now, this is probably about reasonable for the price of items of high level. But it makes the last few early game systems dead easy.
I'd like to suggest making the early game more challenging, or at least adding optional, more difficult elements. Even some sort of optional higher difficulty start would be nice. My typical biggest concern with the early game is having enough cargo space to carry my loot to somewhere I can sell it.
Little bit too easy?
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
hmm how long did it take to mine the belt?
There are better and easier ways of exploiting the game to get tons of credits like corp cruisers and armor enchantment.
There are better and easier ways of exploiting the game to get tons of credits like corp cruisers and armor enchantment.
Crying is not a proper retort!
- Fossaman
- Militia Captain
- Posts: 556
- Joined: Tue Mar 07, 2006 12:56 am
- Location: Traveling to the galactic core
The thing is, it's not really an exploit. I spent maybe an hour or two doing it (and it's still more fun than runescape, how weird is that?), which isn't really that excessive.
Anyway, I wouldn't mind seeing amount of ore scaled to the level of the system. Or perhaps a greater range of mining tools, with higher grades of ore inaccessible to the cheaper, less sophisticated mining equipment.
But that's not really the point. Even without the mining, I'd still have had around 70K after St. K's. That's enough to do anything you blessed well want to in any system before St. K's, with the possible exception of one with a fortress or black market station. I'd like to see either something to do with all that ready cash, or a seperate currency (think: nonregulated area that has no use for fancy electronic currency), or at least some sort of plot.
Anyway, I wouldn't mind seeing amount of ore scaled to the level of the system. Or perhaps a greater range of mining tools, with higher grades of ore inaccessible to the cheaper, less sophisticated mining equipment.
But that's not really the point. Even without the mining, I'd still have had around 70K after St. K's. That's enough to do anything you blessed well want to in any system before St. K's, with the possible exception of one with a fortress or black market station. I'd like to see either something to do with all that ready cash, or a seperate currency (think: nonregulated area that has no use for fancy electronic currency), or at least some sort of plot.
Last edited by Fossaman on Tue Nov 27, 2007 9:40 pm, edited 1 time in total.
X-ray laser! Pew, pew pew!
> = = = = ۞
> = = = = ۞
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
ah you want more cash sinks
hmm lets brainstorm
timed limited mercs (you pay them to help for so long)
upgradeable auton (pay for it to become more powerful)
changing ships
investment into a group maybe to give there stations better items later in the game (like invest in the commonwealth and later station have better items or better ships for shipping)
equipping a fleet of ships for a mission
any other ideas?
hmm lets brainstorm
timed limited mercs (you pay them to help for so long)
upgradeable auton (pay for it to become more powerful)
changing ships
investment into a group maybe to give there stations better items later in the game (like invest in the commonwealth and later station have better items or better ships for shipping)
equipping a fleet of ships for a mission
any other ideas?
Crying is not a proper retort!
- Fossaman
- Militia Captain
- Posts: 556
- Joined: Tue Mar 07, 2006 12:56 am
- Location: Traveling to the galactic core
Some sort of station building enterprise could be interesting; spending money in the early game to affect the number of friendly stations in the late game, perhaps? Various schemes of the sort of Domina, the Corporate hierarchy, and maybe some sort of colonization firm would be pretty cool.
Changing ships would be nice, also.
Some sort of totally alternate plot-line could also be interesting. Just pop in another line of stargates independent of the main line, and have a less combat oriented playthrough, maybe. Less cash if there's less combat.
Changing ships would be nice, also.
Some sort of totally alternate plot-line could also be interesting. Just pop in another line of stargates independent of the main line, and have a less combat oriented playthrough, maybe. Less cash if there's less combat.
X-ray laser! Pew, pew pew!
> = = = = ۞
> = = = = ۞
How about making the earlier systems about twice as hard (remove the fireadj values?) and then adding the need for hired escort. Of course, in the first three systems, you can escort freighters, but after that, you'll be the one needing an escort! When I have time, (around christmas) I'll make a hard mod (removes fire adj, increases AI accuracy, adds a few weapons to enemy ships...)
- Ttech
- Fleet Admiral
- Posts: 2767
- Joined: Tue Nov 06, 2007 12:03 am
- Location: Traveling in the TARDIS
- Contact:
It would be much easiser if there was a bulk miner.Fossaman wrote:The thing is, it's not really an exploit. I spent maybe an hour or two doing it (and it's still more fun than runescape, how weird is that?), which isn't really that excessive.
Anyway, I wouldn't mind seeing amount of ore scaled to the level of the system. Or perhaps a greater range of mining tools, with higher grades of ore inaccessible to the cheaper, less sofisticated mining equipment.
But that's not really the point. Even without the mining, I'd still have had around 70K after St. K's. That's enough to do anything you blessed well want to in any system before St. K's, with the possible exception of one with a fortress or black market station. I'd like to see either something to do with all that ready cash, or a seperate currency (think: nonregulated area that has no use for fancy electronic currency), or at least some sort of plot.

But I dont' think you can do a multi-omni directional weapon.

- Ttech
- Fleet Admiral
- Posts: 2767
- Joined: Tue Nov 06, 2007 12:03 am
- Location: Traveling in the TARDIS
- Contact:
area attack weapon? How do you do that? I"m using a modified Iocyrm Repeller to mine. It works good, but its slow.OddBob wrote:An area attack weapon with mining works, I had mining mies which mined everything onscreen once.It would be much easiser if there was a bulk miner. Smile
But I dont' think you can do a multi-omni directional weapon. Sad
It's "radius" missile type - Check out high flux MAGs for an example. Here is a quick mock up of what I had (don't have the file anymore and this has not been tested - indeed it is not even a complete weapon - no guarantees anywhere)
Basically you're just taking advantage of the fact the fraq weapons explode at the end of their lifetime. It's just a mine with a short lifetime - negative acceleration slows the bomb to a stop and lifetime = 500 gives you time to get out of the way (and makes you wait a little - mining has to be a little work; this also prevents you from using the rather good damage against ships effectively). Then the charge goes off and mining ensues. I forgot to actually add the mining damage above.
I had it in a launcher, it used "mining charges". Good early game freighter weapon. A shockewave (a la micronukes) would work equally well.
Code: Select all
<Weapon
type= "missile"
damage= "blast:2d12; WMD2"
missileSpeed= "10"
accelerationFactor="60"
lifetime= "500"
failSafe= "10"
sound= "&snMissileLauncher;"
>
<Image imageID="&rsMissiles6;" imageX="0" imageY="0" imageWidth="24" imageHeight="24" imageFrameCount="12" imageTicksPerFrame="5"/>
<Fragment
count= "1"
type= "radius"
canhitSource = "true"
damage= "blast:1d24; WMD5"
minRadius= "10"
maxRadius= "50"
missileSpeed= "0"
lifetime= "8"
>
<Effect>
<Flare
style= "fadingBlast"
radius= "50"
primaryColor= "0xff, 0xff, 0xf0"
/>
</Effect>
</Fragment>
</Weapon>"8"
I had it in a launcher, it used "mining charges". Good early game freighter weapon. A shockewave (a la micronukes) would work equally well.
Thís idea i like. Your cash is taken by some corporate entreprise and the station they will build takes 10 minutes or so to complete, the cash is needed as working capital. There could be a host of companies to choose from asking certain amounts of cash. They will decide what type of station... and they won't tell you upfront. They pay you a dividend which doesn't make you wealthy but it's nice early on.Periculi wrote:You could invest in a new station building enterprise.
Then what happens if the station is destroyed later on?
- Periculi
- Fleet Officer
- Posts: 1282
- Joined: Sat Oct 13, 2007 7:48 pm
- Location: Necroposting in a forum near you
I have a mod for placing beacons I got off xelerus- it makes a navigation beacon appear. Because the game treats a nav beacon as a station, I bet it could be set to place a 'under construction' station easily. So carrying in and dropping off the initial station element would be easy.
So, you could create a station that sold you one of the station builder items, cruise to a spot you wanted a station to be and plop it down. The new station could have some 'help us get going' missions perhaps, where you brought them various components (perhaps only the freightor is large enough to carry these?) and eventually get a big bonus at the end of the job and a return of your investment to some extent.
So, you could create a station that sold you one of the station builder items, cruise to a spot you wanted a station to be and plop it down. The new station could have some 'help us get going' missions perhaps, where you brought them various components (perhaps only the freightor is large enough to carry these?) and eventually get a big bonus at the end of the job and a return of your investment to some extent.
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
I don't think cash rewards would be good. This it supposed to be a cash sink, IE takes alot of money away from the game while adding as little as possible while still getting the player to put cash into it.
Its hard to make a good cash sink due to the fact its too easy to make it just part of the normal game by adding more than it takes away.
Its hard to make a good cash sink due to the fact its too easy to make it just part of the normal game by adding more than it takes away.
Crying is not a proper retort!