Making goods more viable

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The Monarch
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Making goods more viable

Postby The Monarch » Mon 08 Oct, 2018 01:03

If I've 14 bases, and I produce 140k goods, I'll make 140k from a 2.8m investment.

It's a very long wait even with good prod for very little of a return.

I suggest increasing the sale of goods from 21 credits to 30.

This would provide an other method of players being able to increase their economy.

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Re: Making goods more viable

Postby JudeNasty » Mon 08 Oct, 2018 19:33

Goods aren't supposed to be the main way you make credits,especially late game. Goods are pretty op at server start as is if you are smart about it. They would be broken if you increased it to 30. Go hit something and make credits.

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Philosopher Cody
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Re: Making goods more viable

Postby Philosopher Cody » Mon 08 Oct, 2018 20:39

I think goods should be made better. Right now they are hardly worth their effort. I think anything in the game should be good early game as well as late game. Otherwise it is a worthless feature.

How about a technology to increase the value of the goods? Say an economic tech or manufacturing tech that increases the sale of goods by 1 credit per level of tech.

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Re: Making goods more viable

Postby Whis » Tue 09 Oct, 2018 15:50

I don’t think this is a terrible idea per se, but you have to worry about multis more because they could easily build massive banks and give huge pillages.

But this would give another avenue to earn income on currently stagnant servers. Also, this coupled with a few other features like revamping level protection and some kind of jumpstart for joining an older server could bring some needed life to older servers.

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Re: Making goods more viable

Postby KaHaR » Tue 09 Oct, 2018 19:51

Whis wrote:I don’t think this is a terrible idea per se, but you have to worry about multis more because they could easily build massive banks and give huge pillages.

But this would give another avenue to earn income on currently stagnant servers. Also, this coupled with a few other features like revamping level protection and some kind of jumpstart for joining an older server could bring some needed life to older servers.
I proposed something similar to this a long time ago; however, my suggestion was to make it a new technology that increased the rate of Goods production by 1 credit per level of research. Starting cost of research TBD by what the desired "soft cap" is.

However, this was handily rebuked by the forum trolls and others at the time.

<alcibiades> kahar is a good forum poster because nobody can argue with him
<alcibiades> all of your posts blow away everyone in ae so well nobody can understand them
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Re: Making goods more viable

Postby Mighty Mighty » Fri 12 Oct, 2018 04:58

Basically 1 good gets you 1 credit. Just make it where 1 good yields more than 1 credit without adjusting the goods current price of 20 credits.

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Re: Making goods more viable

Postby xJudicatorx » Sat 13 Oct, 2018 16:30

I really like the idea of a tech which makes them more viable. But instead of increasing the reward, decreasing the investment seems better to me. Like so:

Standard - Invest 20 - return 21
Level 1 Banking tech - Invest 19 - return 20
Level 2 Banking tech - invest 18 - return 19

Of course, no one would ever get to the point of invest 1 - return 2, but getting somewhere around 10 levels of it, would drastically increase their viability.

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Re: Making goods more viable

Postby Robo » Fri 19 Oct, 2018 03:33

A good Idea! as to the cheaters -put a cap on max pillage if you think you need to -

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Re: Making goods more viable

Postby Stalina » Tue 06 Nov, 2018 17:27

I find it something overdrawn, the values.

I see it as a way to secure credits in doubt.

I use my credits as fast as possible, I secure large quantities with research or buildings.
It only makes sense to store small quantities in goods. Indeed, my productivity is so high that I can not even save remaining quantities overnight.

It would make sense, if at all, to reduce the cost of the credits.
Instead of 20, only 15, 10 or 5 credits. 10 would be practical.

I think that would be an easy solution. It would double the profit (at 10 credits per goods), which is not too much.
5 credits would quadruple the profit, that would be the acceptable maximum.

But it doesn't have to be mandatory, i think.

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Re: Making goods more viable

Postby Logans Run » Thu 08 Nov, 2018 07:13

There should be commodities to invest in instead of the generic "Goods."

Like Oil..Gas..Pork.Coffee..Tea..Women's underwear. (New and used) :paranoid:

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Re: Making goods more viable

Postby Lordlittle » Tue 20 Nov, 2018 13:36

KaHaR wrote:
Whis wrote:I don’t think this is a terrible idea per se, but you have to worry about multis more because they could easily build massive banks and give huge pillages.

But this would give another avenue to earn income on currently stagnant servers. Also, this coupled with a few other features like revamping level protection and some kind of jumpstart for joining an older server could bring some needed life to older servers.
I proposed something similar to this a long time ago; however, my suggestion was to make it a new technology that increased the rate of Goods production by 1 credit per level of research. Starting cost of research TBD by what the desired "soft cap" is.

However, this was handily rebuked by the forum trolls and others at the time.
Hi Kahar, I tried to contact you by your profile on forum, could you send me a running copy of
n00bish's Battle Calc? I will reply with an email address is yes.
Thanks in advance

KaHaR
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Re: Making goods more viable

Postby KaHaR » Fri 07 Dec, 2018 08:02

Lordlittle wrote:
Tue 20 Nov, 2018 13:36
KaHaR wrote:
Whis wrote:I don’t think this is a terrible idea per se, but you have to worry about multis more because they could easily build massive banks and give huge pillages.

But this would give another avenue to earn income on currently stagnant servers. Also, this coupled with a few other features like revamping level protection and some kind of jumpstart for joining an older server could bring some needed life to older servers.
I proposed something similar to this a long time ago; however, my suggestion was to make it a new technology that increased the rate of Goods production by 1 credit per level of research. Starting cost of research TBD by what the desired "soft cap" is.

However, this was handily rebuked by the forum trolls and others at the time.
Hi Kahar, I tried to contact you by your profile on forum, could you send me a running copy of
n00bish's Battle Calc? I will reply with an email address is yes.
Thanks in advance
I received no messages from you via forum messages.

I do not have n00bish's calc--why would you even ask me for that, lol.

<alcibiades> kahar is a good forum poster because nobody can argue with him
<alcibiades> all of your posts blow away everyone in ae so well nobody can understand them
naethel
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Re: Making goods more viable

Postby naethel » Sat 08 Dec, 2018 09:59

Might be cool suggestion: Every 5 cyber levels goods payback is raised by 1 credit. Cyber 5 22 creds cyber 10 23 and so on, or good cost 1 cred less whatever you prefer, in the end the delta is about the same, but they shouldn’t never pay back 2x or 4x the investiment as thats more than how you would earn by constantly fighting with fleets and thats not good honestly, an active player should always earn creds quicker than someone simming goods with high prodcap, else he would never have a chance to recoup the difference between the account levels and everyone would end up simming goods as late game objective which is kinda boring. But yeah making them pay back smth more than 105% of total investment to a max of 130-135% using cyber “soft cap” (reaching lvl 20 cyber is a big investmrnt itself) might be reasomable and not game breaking at all, ofc guys remember that late game you often see 20k prodcap accts so even raising it by 1-4 creds earning would be an enormous change itself in the economy thats why you don’t need to boost them THAT much

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8-)

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