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 Post subject: NEW COMMODITIES! Sugestions Please!
PostPosted: Thu Dec 15, 2005 8:38 pm 
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Well as of monday the game will be reset, but will have a variety of new and interesting commodities. This is where you come in. We need suggestions for Good and Evil Commdities.

An Example of a Good Commodity is Goods (imagine that ) ;)
An example of an Evil Commodity is Crystal Meth ;) or something similar.

So get those suggestions in ASAP we need em for the reset!

Note: Don't be afraid to get creative. These same codities may be needed for research and build in the future.


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PostPosted: Thu Dec 15, 2005 9:23 pm 
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If you suggest a commodity please suggest how good or how evil it should be on a percentage scale with 0% being average/normal.

And give a starting price compared to what you have seen for the regular things in the game.



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 Post subject:
PostPosted: Thu Dec 15, 2005 9:26 pm 
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Dark Matter or Antimatter 50% evil (could be used for research of some new weapon)

Nuclear Waste 100% evil

Not sure on starting prices for dark matter, but i think that nuclear waste should sell for very little in general.

Lawyers 100% good
Buying a lawyer is bad, but selling them is more good then the evil of buying them so in turn it is a good trade. The starting price to buy a lawyer is very low, over the years so many have been found that it wasnt long before people started to trade them, lol.



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 Post subject:
PostPosted: Sun Dec 25, 2005 11:24 pm 
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Can I please suggest that we keep it clean. I sometimes play behind a corp firewall and I would rather not have the proxy scanners pick up words like Porn and Slaves...

The company locks down URL's faster than you can believe.


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PostPosted: Mon Dec 26, 2005 10:53 am 
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Kwae Zar wrote:
Can I please suggest that we keep it clean. I sometimes play behind a corp firewall and I would rather not have the proxy scanners pick up words like Porn and Slaves...

The company locks down URL's faster than you can believe.


Yeah I am for that as well. We will just have to come up with some interesting counterpart names.


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 Post subject:
PostPosted: Sat Dec 31, 2005 3:53 pm 
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++ Work In Progress ++
GEMS and METALS OF THE GALAXY

Tier 1 Gems can be sold at any port buying "Tier 1 Gems/Metals"
Tier 2 Gems can be sold at any port buying "Tier 2 Gems/Metals"

Gems and Metals are not purchasable from ports.
Gems and Metals must be mined from player owned planets.

Mining Gems and Metals on a planet will result in the base faction adjustment (as listed next to each Gem or Metal).
Researching different levels of Gems and Metal mining and useage will result in an increased faction adjustment of 20% of the base faction per level researched (in those gems that can be researched). So a planet with a level 5 Gold Mine on its planet will change the faction to Good 62.208%. (See Math at the bottom)

Good

Tier 1 Gems/Metals
Topaz - Good 1%
Alexandrite - Good 2%
Citrine - Good 3%
Opal - Good 4%
Amethyst - Good 5%

Tier 2 Gems/Metals
Turquoise - Good 10%

Jade - Good - 15%
Research Items from Jade:
- Jammer Boost - 5, 10, 15, 20% at Jade Research levels 1-4
- Sensor Boost - 5, 10, 15, 20% to not be "Jammed" at Jade Research levels 5-8

Gold - Good 25%
Research Items from Gold:
- Credit Boost - 5, 10, 15, 20% at Gold Research levels 1-4
- Decrease chance of planetary revolt - 5, 10, 15, 20% at Gold Research levels 5-8

Emerald - Good 50%
Research Items from Emerald:
- Shield Boost - 3, 6, 19, 12% at Emerald Research levels 1-4
- Armor Boost - 3, 6, 9, 12% at Emerald Research levels 5-8


Evil

Tier 1 Gems/Metals
Peridot - Evil 1%
Sapphire - Evil 2%
Ruby - Evil 3%
Tanzanite - Evil 4%
Garnet - Evil 5%

Tier 2 Gems/Metals
Pearls - Evil 10%

Onyx - Evil 15%
Research Items from Onyx:
- Enhanced ECM - 5, 10, 15, 20% at Onyx Research Levels 1-4
- Enhanced Cloak - 5, 10, 15, 20% at Onyx Research Levels 5-8

Diamond - Evil 25%
Research Items from Diamond:
- Tipped warheads - 3, 6, 9, 12% more torp damage at Diamond research levels 1 through 4.
- Diamond Focused lasers - 3, 6, 9, 12% more damage at Diamond research levels 5 through 8.

Imperialite - Evil 50%
Research Items from Imperialite:
- Faster Degrading Warp Trails - 10, 20, 30, 40% at Imperialite research levels 1 through 4.
- False Warp Trails - 10, 20, 30, 40% at Imperialite research levels 5 through 8.


Notes:

Faction Math for Research Levels

Faction Change for:
Gold @ 25% Good + 20% per research level increased.

Base Level = 25
Level 1 = 25 x 1.20 = 30%
Level 2 = 30 x 1.20 = 36%
Level 3 = 36 x 1.20 = 43.2%
Level 4 = 43.2 x 1,20 = 51.84%
Level 5 = 51.84 x 1.20 = 62.208%
Level 6 = 62.208 x 1.20 = 74.6496%
Level 7 = 74.6496 x 1.20 = 89.57952%
Level 8 = 89.57952% x 1.20 = 107.495424%
---------------------------------------------------------------

Research "Boost" Clarification

When it is said that a "boost" of 5% will be granted per that research level it is meant to be 5% WITHIN that level.

So if Ship A is 20th level and can fire 30,000 torps max
And Ship B is 20th level and can fire 30,000 torps max + has a 5% research bump then Ship B can actually fire 31,500 torps max.

This may seem like small potatoes but at level 29 when one is firing over 1M torps a 5% bump is worth 50,000 more torps and a 20% boost is worth another 200,000 torps which is nearly a full level more fire power.


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 Post subject:
PostPosted: Sat Jan 14, 2006 3:51 pm 
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The gems a minerals idea is great. lets add

wheat
soybeans
corn
tomatoes
potatoes
beef
pork
steel
iron
cotton

other raw materials that can be traded in the ports and in a stock market. just assign the good and evil to each item.
corn could be evil - resource for alcohol
cotton - good -4 clothing
...



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 Post subject: Evil trading items
PostPosted: Thu Mar 23, 2006 8:11 am 
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1. Anything to do with clonning
2. Anything to do with genitic mods
3. Nova bomb materials / parts
4. Rather than the term slaves, let's create a genetically engineered race meant to be slave labor. Give em a name and we'll use that.
5. Telemarketing
6. Politicans
7. Spam


anyway.... just some ideas.


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 Post subject:
PostPosted: Tue Apr 04, 2006 11:29 am 
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Well if you want to look at it in a philosophical sense, I would say that it is not the objects that are evil but the fact that the player is using the objects that is evil. Slaves arent evil, but the person using them is.



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 Post subject:
PostPosted: Tue Apr 04, 2006 5:46 pm 
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LOL! some of those are pretty wild!

I am not much help with this cuz about the only desire I have is a template that has a ship 'skin' where I can feel like I am actually sitting inside my ship and the controls for dropping f/t etc in on the panel *big grin*


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 Post subject:
PostPosted: Tue Apr 04, 2006 7:51 pm 
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PhirePhly wrote:
LOL! some of those are pretty wild!

I am not much help with this cuz about the only desire I have is a template that has a ship 'skin' where I can feel like I am actually sitting inside my ship and the controls for dropping f/t etc in on the panel *big grin*


TradeWars had such programs....I know it is not the same but push F11 before you start playing.... I like the game better in that browsermode....



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