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Midas Man
Caldari Dzark Asylum
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Posted - 2008.08.27 09:52:00 -
[1]
Originally by: Joss Sparq Edited by: Joss Sparq on 27/08/2008 09:28:16
Originally by: Ricdics Looted items are damaged upon receipt. Makes sense that CCP would implement this. If you blow up someone's ship don't be surprised as you are looting the wreck that you find different levels of damaged modules/items.
Means that the T1 removal from loot drops is not removed, it means that production still remains the most profitable form of income generation over looting (as resellers of dropped loot need to repair their goods before sale) and at the same time it gives L4 mission runners a little nerf making the pirates happy!
Just glancing over, I have to ask: but are the great majority of mission runners who loot actually going to track the individual repair costs for every single T1 item they have to repair so they can tack it onto the sale price? I doubt it - people are notoriously lazy animals.
EDIT: By the way, is there a popular argument against the removal of "vanilla" Tech I loot drops from the tables? If there is I haven't noticed it and would appreciate hearing it!
I believe thats why he states Loot Resellers not mission runners.
Mission runners will generally sell to Buy orders so the reseller will have to repair/sell
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Midas Man
Caldari Dzark Asylum
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Posted - 2008.08.28 11:05:00 -
[2]
Not sure if it viable but an idea from an old game may be a good solution.
All NPC stations supply things but also demand things.
If it was set up a bit like Hardwar ie for a NPC corp to supply an item it first must have been supplied other items.
For exapmple Joint Harvest Corp supply "Heavey Water" but to make heavey water to sell they would need to be supplied with Hydrogen and Oxygen Isotopes.
This hopefully would mean NPC goods could be and item and isk sink.
Now if tech 1 loot was removed and replaced with the building blocks of NPC items, mission runners could still make money from selling to NPC corps or other haulage type players.
I think this would open up many opertunities for new trade/industrials by making the NPC trade goods much more dynamic and profitable. And would offset the loss of income for mission runners due to tech 1 loot removal and would also improve the manufacturing side of the game.
The money for buying good could come from the sales of NPC goods so no new isk is entering the system and the values can be modified at downtime like the current system.
ie NPC corp sells manufactured item C at 1000isk but buys 1 Item A at 250isk and 1 Item B at 250isk. So there would be an overall sink that can easily be modified to combat inflation/deflation.
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Midas Man
Caldari Dzark Asylum
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Posted - 2008.08.28 12:41:00 -
[3]
Originally by: Treenara Mazouk That's sounds very interesting. Brings the level of realism one notch higher. I'm wandering though what would happen to those remote agents in lowsec which do not see a high enough traffic to partake in such an exchange. Though you could set it up so that depending on his available loot, the agent could give out specific missions that would either see loot being given to him or loot being given by him. If he starts to run low on loot himself, he dispatches the next few missions as "get me some loot".
Interesting indeed. 
LaVista Vista and others, what do you think?
I like the mission idea to collect loot, didn't even think about that, I was thinking that by having a similar dynamic pricing structure to what is in place now, the little used stations would increase the prices offered for the items and so would attract pilots to transport them in for extra profit. I would imagine a nice balance could be found in using both methods also if CCP would also entertain dynamic agents then they could increase the qualit of the agents in these stations to further entice people.
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