EvilBaa 2015-08-04 |  | Current Polls |  | Mineral fix: http://www.poll-maker.com/poll378076x4CEb01D6-14 Ore fix: http://www.poll-maker.com/poll378057x8858469e-14
Im sure we could get admins to look at these for an overall approval You can vote once per day |
|
Ankaar 99+ day(s) ago | It only makes sense |
Stargaters 99+ day(s) ago | Another idea that I`ve had - what if overall storage is lower but your infra research increases the amount of that commodity that you can hold. That way, empires who need, for example, minerals can only store a smaller amount, but people who produce those minerals can hold a larger amount so that they have reserves both in market and out of market. This could be applied to food, CGs, etc. |
MojoJojo 99+ day(s) ago | Galactic War Bonds. 1bil to buy, 750m to sell. I like |
EvilBaa 99+ day(s) ago | introduce a commodity that costs 1bill each and can be instantly sold for 750mill ... but cannot be used for anything other then storing cash...and then reduce the cap for minerals so people cannot hoard them any more... simples |
DraconianParadise 99+ day(s) ago | ++DP BONUS
And free pies for all |
Ankaar 99+ day(s) ago | lol - if were going to change the coding, may as well change it so that good dig times work better for everyone - either a shfting random dig time that is good, or multiple sets of good dig times. I personally am in favor of the random good dig times, as it sort of makes more sense to me to have it be random.
But anyhow, I`m not sure what the problem with mineral generation is.
Is the problem that not enough gets bought when substantial quantites are put on the market? I do recall a time pre UW when the market was saturated for a long while due to a single poster (before the UW staff was flooding). That`s the reason I went tax - Selling mins for 600, or trying to, and having half them come back to me unsold, was a poor income.
The demand currently is high, because not a lot of people have refilled as much as theyd like after the UW, but when they have, miners are in the same situation.
Minerals aren`t used, so they aren`t bought, aside from those prepping for UW, or the few of you who feel the need to store your money ina form other than cash.
I`m researching Mining, and will have minimum 1 C1 for each mineral type, so Ill be able to put a decent amount on the market once my research is done. Probably take me a good long time before my research is done though :P |
Stargaters 99+ day(s) ago | If we`re going to include food in the out of DP bonus, shouldn`t we also include CGs? That would be really nice, especially considering how few producers there are for CGs.
I don`t think the reason people are not selling minerals is because they don`t leave DP and fight - I do all the time, and I sell minerals quite a bit... it`s just impossible to keep them posted all the time. I need to be asked or you need to get lucky and find them when I do post b/c I need money. I don`t think the bots are the right idea - entirely flooding the market with minerals doesn`t seem like the right solution, and will likely negatively affect Miners. I still think increasing ship`s mineral requirements for races other than Miner is probably one of the the best ideas. |
TheBlueKnight 99+ day(s) ago | I like Pistol Petes idea because it fixes the real problem! No minerals are being sold because the mineral producers don`t leave DP therefore don`t need to sell many minerals. You give people incentives to build fleets and minerals will be used and minerals will be sold. I disagree though with the percentages
I believe an artifact increase will further handicapped those countries in the Western Hemisphere so a 10% increase would be reasonable.
income and food production should be increased 150% when using turns out of DP. |
PistolPete 99+ day(s) ago | Maybe the difference between being in DP and out of DP should be bigger. Could be things like when out of DP you get:
- 40% more artifacts when digging.
- 40% higher income. Compared with todays level, -20% if in DP and + 20% when out of DP.
Creating incentive for leaving DP would make sense. |
MojoJojo 99+ day(s) ago | I was attempting to say that with an unlimited supply, it would reach a point where youd be so maxed there would be nothing you could do but build ships and UW. I dont want bots lol. I do like the challenge of catching mins when i see them. Makes gameplay more challenging. Makes going to battle something to think harder about before doing. In other words, im fine with it as is. |
PistolPete 99+ day(s) ago | MojoJojo: I guess it depends on the perspective you put on it. I think it would be great if more people experienced reaching the money cap, as they would then be forced to build some ships, to prevent the money going into the drain. This would create some more activity in the ranks i think. At the same time if people started building more ships, it would also affect the amount of minerals that is used and hence create a larger turnover of minerals, which would be good for the economy i think. |
Ankaar 99+ day(s) ago | I don`t want bots - uc has a black market, and it entirely destroys any market gameplay. One of the best things about gc is the fact that the market fluctuates - the market is part of the game. UC, its just not. You can buy whatever you want whenever you want, and that`s just boring. |
MojoJojo 99+ day(s) ago | the main issues with converting overstock to cash is if the empire is already at max cast, the money is gone and you have the same problem you had before. The only way to keep minerals constantly stocked on the market is bots. Regardless of storage cap, miners are going to hoard mins just as rich empires will buy up any they see.
If you have bots at 2x max price, and all the rich empires are full and cant buy anymore, there will still be mins. Whether its a good thing or not, Im not sure. But if i need composite or whatever, at least itll be there any time i need it. |
PistolPete 99+ day(s) ago | It can be made in many ways... The main challenge as i see it is, that the minerals are not consumed at the same rate as they are produced. They are simply overproduced. So offering a way miners can get rid of overproduction would make sense. The same i think would be the case for food producers.
It can be implemented in many ways. It could be that everything above the cap is just converted into cash. Or maybe avoid the problem you suggest baa, it could be that minerals and food that is about to be returned can be sold at a price that is 10% of what was asked for.. so 1000, is then 100. And there should be a minimum price in this case.. minerals at 100, would give a big miner with 600 planets and infra around 140 an income per turn that is around10-15 mil/turn, so really not a lot. |
EvilBaa 99+ day(s) ago | Auto sell will make it worse... lowering the cap would force them to sell more minerals... tht just totally defeats the purpose |
Ankaar 99+ day(s) ago | I would love an option to sell for 100 automatically. Would probably need to take a look at the actual income that could create per turn before I`m all for it though |
PistolPete 99+ day(s) ago | lowering the mineral cap will of course be a nerf to mineral miners, but i think they just have to get used to it. The suggestions would still allow miners to store more value than food producers can today. And i dont hear a lot of whine that food producers needs a higher cap.
A suggestion that would maybe soften it a bit would be that mins can somehow be sold to the game either by:
1. the empire has the option to sell mins at a price significantly below usual market price - eg. 100 per mineral to the game.
2. When the cap is reached minerals produced is automatically converted into cash, at a rate 100, per mineral. |
Ankaar 99+ day(s) ago | once my infra is maxed ill be selling mins of every type |
EvilBaa 99+ day(s) ago | Aminer have good ships... like illite and alium... no1 ever uses them |
GalacticMercenaries 99+ day(s) ago | I would go back as A.Miner But I want a new ship thats good and uncapturable |