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Kazuo Ishiguro
House of Marbles
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Posted - 2009.09.14 23:09:00 -
[1]
We've been hearing a fair bit lately about the notion of letting 0.0 residents increase the resource density of their sovereign space. In the same blog, there's also some discussion of the effect of over-inflated moon mineral prices on alliance warfare, and plans to counter this.
What sort of mechanisms have people thought of by which moon mineral income could be reduced, or at least spread out a bit more?
A short list to begin with:- Moon-mining in w-space
- Multiple minerals per moon
- Multiple miners per moon
- Chance to find more minerals based on length of occupation
- Make R64/R32 moons more common, but with a smaller supply of minerals per moon
This sort of change could have interesting consequences. It might become feasible for a smaller alliance or perhaps even a large corp to create an entire T2 supply chain, for example, on a limited scale. --- 34.4:1 mineral compression ISRC Racing, Season 7 - schedule |
Casiella Truza
Back Alley Trading Company
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Posted - 2009.09.15 02:08:00 -
[2]
I expect that moon minerals and other valuable resources will become available via exploration sites, where the quality of available sites increases from investment infrastructure. -- EVE Blog EVE Twitter |
XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.15 02:28:00 -
[3]
Moon mats should be kept out of w-space.
That is all. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Soldarius
Black Ops Legion
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Posted - 2009.10.12 21:03:00 -
[4]
IMO the issue with the over-valuing of null sec moon mining is a result of a supply-demand imbalance between T1 and T2 items. Most T2 items (less ships) are lower priced than their less capable best named T1 items by several times. Since the T2 item is clearly superior in performance, there is a much higher demand among those players that can use them. So why would the T2 item be so much cheaper?
The answer is supply. T1 items are only produced by NPC drops. So the supply will never increase no matter what happens to the demand unless CCP decides to change either the drop rates of T1 items, or the spawn rates of NPC rats. So long as T2 items are relatively inexpensive vs their T1 counterparts, they will continue to be in high demand. It therefore follows that the resources to produce them will also be in high demand.
Simply cutting the amount of T2 resources available, or reducing their effectiveness so that more resources are required to produce the same number of items will only drive up T2 prices. Less items will be sold, but the income will remain the same due to the increase in cost. There will be no effect on the income made from moon mining, with the effect on the consumers being that only the richer players can afford the items. More of them would be kept within the null sec alliances. I don't see this as a positive step forward. But rather a step backwards, similar in effect to what we say initially with T3 ships. CCP had to increase the drop rates for certain research items to make them more economically viable.
The demand for T2 items is set by the stats of the items and the number of players capable of using the items. The supply is controlled not by a fixed table in the database, but by the amount of resources available and the number of players capable of gaining and utilizing those resources. Since demand is unlikely to change and changing supply would not have the desired effect, we must promote some competition for T2 items.
I say increase the drop rate of T1 items so that they become competitive to T2. Or, start seeding BPOs for named T1 items. Increasing named T1 items will result in lower overall prices as T1 and 2 compete. This will quickly make moon-mining less profitable as competition-driven prices eat up the profits.
An alternative would be to increase the supply of high end moongoo to the point where the supply is higher than the demand. This would drive prices down, and can be done in a couple of ways.
1. Simply increase the supply of high end moons.
2. Reduce the requirements for mfg T2 items.
3. There are asteroid belts in both low and hi sec. Why shouldn't there be moon-mining as well? Open hi sec to moon mining. Keep the distribution of high value moons similar to what it is in belts so that null sec folks still get an advantage for their efforts. Follow up by adjusting the alchemy tables so that hi sec inventors and such can make the more valuable goo 32/64 at a reasonable rate and cost. This would help to balance the effect of high quality moons in null sec while enriching the experience of hi sec players.
Unfortunately, this may drive down prices of T2 items to unacceptable levels as the price for dys/pro crashes from a sudden supply glut. But it would effectively slaughter the cash cow of dys/pro moon-mining. In game, one could make a press release saying recent research has discovered new processes by which dys and pro can be more efficiently and cheaply produced.
A combination of the above might spread the stress of a sudden market shift across the market rather than hitting certain areas heavily and leaving others alone.
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