Quite right too. We should set ATR on the explorers to discourage their unprofitable activities further.One hour of mining will net you more than two entire days of exploration.
Quite right too. We should set ATR on the explorers to discourage their unprofitable activities further.One hour of mining will net you more than two entire days of exploration.
Of course players could choose those goods at the "low NPC interest" end of the range - however I strongly suspect that those would also be low profit goods - so those players lose out in terms of reduction in Cr/hr.Not at all - those who want even less combat can trade Fish and never be interdicted at all for a truly combat-free trade experience. They gain too.
I explicitly said each economy (and I guess I should clarify that I also include mined and salvaged commodities in that, for each mining method, etc. etc.) should have a mix of threat levels so you could always pick a cargo you wanted, and that the Cr/hr potential of each group of cargoes should, assuming successful delivery, not be all that different.
Who's the person actually "losing" here? What specific pattern - not merely a broad distaste for combat and like for trading, they'd be able to carry out any trade route just as now - of activities would a player have to have to have to lose out from that change?
I feel I must be seriously misunderstanding what your objection actually is here, because it seems to be "no free trader regardless of what they choose to trade or where should ever be required to engage in combat, but trade mission-running is fine to have a wide range of combat risks associated with it" and I cannot see what the underyling principle behind that is.
Was it really as long as that? A quick hunt suggests it was less than eight months."Swiftly" in this case being "around a year later", which, sure, is fast for Frontier I guess ... and mainly, as I recall, as a result of complaints from combat players being inconvenienced by having to fit a cargo bay to their combat ships and then in many cases haul specialist cargo 100-200LY to the engineer in those same short-range ships since this was mostly before ship transfers, and then do it again since pre-3.0 that 16t of cargo wouldn't guarantee any usable rolls.
The difference between systems at the opposite ends of the security spectrum has existed for a long time - however it's not as wide as some would like. While there is precedent for difference, I don't expect we'd see a change to the levels of difference that some players want to be forced on all players.Anyway, nowadays all cargoes behave identically as regards the "tasty cargo" pirates - you can be hauling a tonne of biowaste or several hundred tonnes of core gems and it makes no difference whatsoever to your chances of a tasty cargo interdiction. (System security level does make a noticeable difference to the odds, though - there is absolutely precedent there for "low sec is more dangerous on paper than high sec")
Indeed - which may, in and of itself, be telling with regard to Frontier's stance.The "ambient" pirates - the ones who will interdict even cargo-less ships, then do a scan and be on their way - those will actually do an assessment of whether the cargo is "worth stealing", though it really doesn't take very much for them to decide "yes" even against ships which substantially outgun them. But interdictions from those are much much rarer anyway. (Again, the frequency, quality and size of ambient pirate wings in supercruise varies a lot with security level, so the chances are higher in low sec)
You seem to be of the opinion that every field of endeavor should pay the same thing.Quite right too. We should set ATR on the explorers to discourage their unprofitable activities further.
Ah, but as previously established, mere reductions in Cr/hr without change in that activity's combat risk are fine: Borann wasn't stopped by bringing in pirates to attack LTD holders, but it did (among with other changes) change the optimal Cr/hr earning method from non-combat mining to stacking combat massacre missions. Sad for the non-combat players who still wanted to make optimal money, but not the first time "best earner" had switched from non-combat to combat and back again.Of course players could choose those goods at the "low NPC interest" end of the range - however I strongly suspect that those would also be low profit goods - so those players lose out in terms of reduction in Cr/hr.
I really don't see what's opt-in about trade missions that's not opt-in about buying a cargo marked as high threat over one marked as low threat. Both attract more optional risk (or not, if it's a low-threat-level mission) in exchange for a higher (on paper, excluding costs) reward. Why does exactly which station interface screen you pick the cargo up from make such a difference?Trade missions are an opt-in addition to trading - with simply buy / sell trading being a baseline.
And uniquely to odyssey on-foot activities, you can do so purely through killing mission targets.You can nowadays gain enough notoriety to be eligible for ATR attention solely through Odyssey on-foot activities
True - noting that the LTD boom was relatively short lived - whereas trading has been around since the outset.Ah, but as previously established, mere reductions in Cr/hr without change in that activity's combat risk are fine: Borann wasn't stopped by bringing in pirates to attack LTD holders, but it did (among with other changes) change the optimal Cr/hr earning method from non-combat mining to stacking combat massacre missions. Sad for the non-combat players who still wanted to make optimal money, but not the first time "best earner" had switched from non-combat to combat and back again.
I doubt that 3k/t would satisfy those seeking to lure traders into being more accepting of PvP due to having to equip their ships to survive combat (not that surviving NPC attacks and player attacks are particularly close in challenge / risk).My suggestion was ~3k better Cr/T for the high interest goods, which sounds a lot but would be wiped out anyway on Cr/hr by the need to fit shields to the freighter (or use an actual multirole) so the tonnage would be less, and would still be considerably lower Cr/hr even if successfully done in an unshielded cargo-only T-9 than the (easier) trade missions, so no-one would be missing out on a new optimal earning approach.
The mission information details what the likely consequences of taking the mission are - unlike simply buying cargo from the commodities market.I really don't see what's opt-in about trade missions that's not opt-in about buying a cargo marked as high threat over one marked as low threat. Both attract more optional risk (or not, if it's a low-threat-level mission) in exchange for a higher (on paper, excluding costs) reward. Why does exactly which station interface screen you pick the cargo up from make such a difference?
CGs are opt-in by definition - as one will not contribute to the CG if one does not sign-up - noting that one would still enjoy the increased profits whether or not one was signed up (and also noting that for some particularly lucrative CGs there have been "please don't sign up" pleas from those wanting the profits to last as long as possible).Much higher reward, at that - trade missions can pay out over 250k/tonne, whereas bulk trade even in absolutely ideal circumstances won't go much above 50k/tonne outside of a Tritium CG. (Is that CG an opt-in mission or baseline in this scheme?)
True, but pure bulk trading has never been the most profitable career. It's only relatively recently - and that mostly as a side-effect of mining price reforms - that it's got into the same order of magnitude as more specific activities and it's still consistently inferior to mission-based or combat-based activities.True - noting that the LTD boom was relatively short lived - whereas trading has been around since the outset.
What a pity. But as I'm not making this "cargo threat level" suggestion with any intent whatsoever of keeping PvPers happy I'm sure it's fine.I doubt that 3k/t would satisfy those seeking to lure traders into being more accepting of PvP due to having to equip their ships to survive combat (not that surviving NPC attacks and player attacks are particularly close in challenge / risk).
And there would need to be a "threat level" column added to the market screen to provide similar information, absolutely.The mission information details what the likely consequences of taking the mission are - unlke simply buying cargo from the commodities market.
Why should only a small subset of mined goods be worth pirating? Why change NPCs to regularly carry these supposedly rare minerals rather than just fixing the more general problem?Your entire premise is flawed.
To make that profit, the trader should be wealthy enough (to buy and outfit a T9, then to buy the full load of cargo) to make the profits you are suggesting
And the pirate is to be dumb enough to pirate low value cargo.
Why dont you make the same comparison with Void Opals?
How long does it take to mine 100t of VOPs?
How long does it take to pirate 100t of VOPs?
What are the profits?
Or, FWIW, compare with Platinum?
Also the way your proposal is trying to incentivize piracy is rather wrong and with much deeper effects towards economy and the general player base.
The way to make piracy more tempting and more profitable is SIMPLY to make sure that more NPC are carrying high value cargo.
So... more T9s and T7s carrying LTDs will definitely incentivize piracy with less detrimental effects than mass increasing of prices for trading goods all over the board.
Why should only a small subset of mined goods be worth pirating? Why change NPCs to regularly carry these supposedly rare minerals rather than just fixing the more general problem?
Isolated exceptions only serve to prove the rule.
Depends on the global economical factors looks at 2020 and 2021Because people are stealing Rolexes and not toilet paper
Cheese graters. look it up.Because people are stealing Rolexes and not toilet paper and if you do steal toilet paper you should not expect to get rich...
And, besides that, there is no general problem to be fixed.
so that monomining expensive minerals/metals get hits by a diminishing return (not enough demand)
If it's really only about PvE piracy, give NPC merchant ships high-value wares that cannot be obtained from the regular markets.
FDev has chosen changes that minimally impacts all players.
These changes are not making the game riskierThat's observably untrue. Engineering, Fleet Carriers, neutron boosts, synthesis, Q.E.D.
Players can't be forced to play - so if there were to be a Thargoid incursion, affecting much of the bubble, it may affect the play-time of those disinterested in AX combat.
Challenge gating existing players out of existing systems is not "new content" - it's removal of content.
These changes are not making the game riskier