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Amarria Lightwielder
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Posted - 2005.12.05 18:12:00 -
[121]
/signed, would make mining in a gang more profitable, and mining in a gang is always more fun, cuddly :)
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Maco Dragoon
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Posted - 2005.12.06 21:28:00 -
[122]
/sign
but here's how you keep this from negatively affecting the economy (keeping it out of the hands of solo Macro Miners)....... members of your gange must be mining the same rock for the effect to take place...... more miners per rock, the better the bonus.
or..... a minimum of players mining a single rock for the mod to kick in. =========================== I am just another SOE SWG NGE Refugee. =========================== Is there a Lightsaber trade in Program? =========================== |

Defiant99
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Posted - 2005.12.08 19:03:00 -
[123]
/sign
Any boost to mining would, as everyone says, be greatly appreciated. I know it's supposed to be time-consuming, but it'd be good to encourage group mining operations.
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Malena
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Posted - 2005.12.08 20:33:00 -
[124]
Edited by: Malena on 08/12/2005 20:34:05 oh that really sucks when you type in a long thought out response and it doesn't post for some reason. Oh well. Not that important.
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Tregaa Viskne
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Posted - 2005.12.08 23:24:00 -
[125]
Originally by: Maco Dragoon but here's how you keep this from negatively affecting the economy (keeping it out of the hands of solo Macro Miners)....... members of your gange must be mining the same rock for the effect to take place...... more miners per rock, the better the bonus.
This would probably also have the bonus effect of moving all barge miners to low sec, where the rocks are bigger - I know I only get about 2 or 3 cycles on any decent kind of ore in a fairly quiet 0.6 system in my covetor. Not sure about ice though, I've never tried it.
On the points made about a bigger supply of ore causing inflation, I disagree - unless I'm missing something obvious. I shall explain....
The ore we mine is only bought by other players. Mining ore only equals more wealth if there is somebody willing to buy it, and somebody will only be willing to buy it if they want to build something with it. More mins being mined creates a larger supply for the builder, and so assuming the same demand as before, should mean cheaper build prices as miners cut sell prices to compete. In any environment where demand for the ships and mods being built is reasonably high, this should mean cheaper prices for people buying ships and modules, as the builders will then compete and cut margins back to approximately where they were before.
This should even itself out for miners and builders - they get their goods cheaper, but their income is cut too. For mission runners and npc goods traders, however, this should surely be good news; their income wont change, but ships, mods, ammo etc should be cheaper.
Of course, all of this doesn't take into account the incoming demand for huge amounts of low end minerals to build the new breeds of capital ships, but most of that will probably be done in low sec due to the jump drive sec. restrictions, so I'd guess wont really hit the core system prices in any major way.
This is the way I see it working out, but I've never done an economics 101 class or anything, so feel free to point out any painfully obvious flaws in my long drawn out theory 
Originally by: CCP Hammer Boobies?
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Malena
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Posted - 2005.12.26 17:45:00 -
[126]
So if anyone has actually seen the skills (besides mining upgrades) or the bpos/modules for any of the new mining items, a bit of news about where and how much would be most appreciated!
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Mudkest
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Posted - 2005.12.26 19:56:00 -
[127]
signed(to bring the skills/mods that were promised in game :p)
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