
geomatica
Infusion.
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Posted - 2008.12.15 06:49:00 -
[1]
Not a bad idea. But instead of ****ing out a pod at the moon/planet. Make it an industrial thing.
Indy hauler/person transport (omg new shipclass! :P) brings in new item: Colonists/Prisoners/Workers/whatever else times X amount needed to colonize (make it similar to charters for POSes). The Colonists are not used by the hour, instead they mine moon minerals by so much percent x number of people there.
Add in leaderships skills and social skills to affect work efficiency, etc etc. If you skills in that are low, the planet will be dissentful and give a penalty. Also if the planet/moon does not get regular shipments of tradegoods needed, their efficiency also goes down. Do the opposite, and they remain happy (they can never make more than a set amount of percent per colonist/whatever)
Also the type of people you bring will affect this number, ie. If you make a Labor Colony with prisoners, dissent will be high regardless of tradegoods and whatnot, unless your standings to that empire/faction is low. Basically, give the prisoners some common ground with you and they'll support you. This would give pirates incentives to colonize.
Trade goods would come in for a return of moon minerals. This would allow CCP to remove Moon Mining from POSes and give it to Colonies. It would also allow multiple mining types, and the people would not mine just one mineral type. And the "Colonists" could even randomly "discover" a vein of something harder to find in that region/rare in that region (Dypro moons in MY lowsec?) that would only last for a set amount, and then dry up. This would give more dynamic to the moon mining as a whole. It also prevents passive isk generation through taxes, as it still requires someone to pick up the goods. AND gives traders and contact couriers more jobs.
So to summarize and give a TL;DR version (sort of)
> Buy a hauler (or new passenger transport ship) > Transport to moon where POS I (corp) own(s) exists > Colonize > Use hauler to deliver Trade goods to keep colonists happy > Miners mine > Haul in more trade goods and people (Mining's dangerous work, some will die!) > Haul out Moon Mins > Profit.
And yes, I recommend this be locked to Low Sec for the time being, it will give Lowsec something that 0.0 and Highsec don't have, and it could prove ALMOST as profitable as 0.0 Moon Mining (Perhaps even the same if you hit that rare dypro vein, at least for a limited time). So it doesn't take away from 0.0 economics, but it DOES take away from HIghSec, which let's face it, is way to easy to make a bucket of ISK in anyway.
Once Lowsec is decently colonized (a percentage the player base could agree on (CSMs)), then 0.0 Colonization could be opened.
Alternate idea: Make it lowsec, but make the miners in colonies more efficient than Moon Miners modules at POSes, so that it's more RP realistic. But that's only for story/immersion reasons. It wouldn't even have to actually affect operation I spose. I dunno about that.
/discuss.
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