Zoltan
Corporal
Reged: 01/06/05
Posts: 74
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Simple Economics
#124228 - 01/20/06 02:38 PM (130.127.99.148)
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Mines MUST be made cheaper to upkeep or mineral output should be increased. Mines should be profitable. It makes logical sense.
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Gateway_To_Hell
Newbie
Reged: 04/29/04
Posts: 22
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Re: Simple Economics
[Re: Zoltan]
#124229 - 01/20/06 02:47 PM (65.61.101.56)
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Mines are profitable if they last long enough.
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Yar
Sergeant
Reged: 08/07/04
Posts: 116
Loc: Seattle, WA
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Re: Simple Economics
[Re: Gateway_To_Hell]
#124244 - 01/20/06 07:47 PM (131.107.0.74)
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The Mineral Stockpiles fee is the killer. If you are not a producer, you have to sell the stuff right away or your slim profit is gone; you are better off selling it.
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Zoltan
Corporal
Reged: 01/06/05
Posts: 74
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Re: Simple Economics
[Re: Gateway_To_Hell]
#124292 - 01/22/06 12:56 PM (130.127.99.148)
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Big 'If" there buddy.
Mines should be at least breakeven, period. I see mines all over the map, but nobody is going to waste the money conquering and comissioning them because it simply isint worth it. War is down in neveron simply because most players have NOTHING TO GAIN FROM IT.
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SubZero
Lieutenant
Reged: 08/13/05
Posts: 567
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Re: Simple Economics
[Re: Zoltan]
#124293 - 01/22/06 01:05 PM (80.219.3.41)
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mines are only usefull for producers
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Toontje
Colonel
Reged: 01/18/04
Posts: 2578
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Re: Simple Economics
[Re: Zoltan]
#124299 - 01/22/06 05:32 PM (84.24.165.226)
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Quote:
Big 'If" there buddy.
Mines should be at least breakeven, period. I see mines all over the map, but nobody is going to waste the money conquering and comissioning them because it simply isint worth it. War is down in neveron simply because most players have NOTHING TO GAIN FROM IT.
Used to be PM's were around 70k apiece.. At that time, people were afraid to commision them, or else have great amounts of defences around them. None gained from that either, even tho mines were attacked, conquered etc, as all products on the market were expensive as hell. Now it's possible to commision a mine with mainly a token force to defend. Because of that, vehicle prices are near breakeven (in the light department anyway). Always, a modest price is to be had for minerals. One only needs to remember, prices fluctuate, and minerals on the market do not have a storage fee attached.
-------------------- Rather to blow up, then.
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JDVegas
Sergeant Major
Reged: 09/13/05
Posts: 257
Loc: Las Vegas, NV, USA
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Re: Simple Economics
[Re: Toontje]
#124306 - 01/22/06 10:54 PM (71.49.204.154)
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reduce costs just a bit, why not? just a bit?
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Toontje
Colonel
Reged: 01/18/04
Posts: 2578
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Re: Simple Economics
[Re: JDVegas]
#124314 - 01/23/06 04:19 AM (84.24.165.226)
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Reduce costs => market price will fall, as supplies are abundant atm. So for mining, it will become less profitable once more.
It's a saturated market dudes.. Reversed from last year, before the new mine generation code came into being, and storage fees were instated. Maybe in time the table will turn, although shortages like before will likely never be.
-------------------- Rather to blow up, then.
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cbtgod
Lieutenant Colonel
Reged: 12/14/05
Posts: 1813
Loc: IN A BOX UNDER A HOUSE
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Re: Simple Economics
[Re: Toontje]
#124319 - 01/23/06 10:20 AM (71.100.240.191)
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why not make miner units to lower costs? using the same concept as techs in my repair bays. the higher the miner crew the cheaper the out put, or scrap that and get a bonus to produce from the mine at a % nothing stupid say like the most you could get is like 25% more output from your mine and of course less depending on the lvl of your mine crew? before i get bashed let me put on my armor
-------------------- yes its a toad, if you didnt know that you dont know anything about cbt
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Uziel
Sergeant
Reged: 10/10/05
Posts: 124
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Re: Simple Economics
[Re: cbtgod]
#124321 - 01/23/06 10:22 AM (87.112.211.191)
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I think it was MatthewAce a while back who suggested research to increase output, and/or linking this to infrastructure classes, giving them abonus of extra minerals. That sounds to me like apretty decent way of doing it.
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Toontje
Colonel
Reged: 01/18/04
Posts: 2578
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Re: Simple Economics
[Re: cbtgod]
#124328 - 01/23/06 12:34 PM (84.24.165.226)
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I tink it needs some refining, but I can dig the idea.
Similar to techs, you need miners to operate mines at % efficiency. Best lvl miner/engineer determines either the production cap, of the chance of mines petering out.
Say lvl 8-2, something like: lvl\Production points\chance of petering out of mine every day\max cap(%): 8\1\3\75 7\2\2\85 6\4\1.5\95 5\8\1\100 4\16\.95\105 4\32\.9\110 3\64\.85\115 2\128\.8\120
With mines requiring miner production points as 50*(lvl mine)^2 (50 BM to 1800 for neveronium), or 10^lvl mine(10 for BM to 1 million for neveronium)
Less than 100% efficiency results in proportionally reduced output, but multiplied by the best miner availlable.
-------------------- Rather to blow up, then.
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cbtgod
Lieutenant Colonel
Reged: 12/14/05
Posts: 1813
Loc: IN A BOX UNDER A HOUSE
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Re: Simple Economics
[Re: Toontje]
#124344 - 01/24/06 12:51 AM (71.100.240.191)
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looks good to me now lets see if they will do it?
-------------------- yes its a toad, if you didnt know that you dont know anything about cbt
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Fallstar
Sergeant Major
Reged: 04/07/03
Posts: 283
Loc: Sydney, Australia
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Re: Simple Economics
[Re: cbtgod]
#124427 - 01/24/06 07:54 PM (203.221.51.124)
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How about making Engineering Vehicles (EVs) be used as mining vehicles? More EVs you run at a mine the more minerals you get per nevday. So you can tailor your output via comissioning / decomissioning EVs.
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sk7
Corporal
Reged: 09/01/05
Posts: 86
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Re: Simple Economics
[Re: Fallstar]
#124429 - 01/24/06 11:04 PM (68.205.218.34)
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Or how about being able to buy extra equipment to increase mine output at the risk of slightly increasing the chance of exhausting the mine?
Also, how about having a building you have to research to store the minerals, thus reducing storage stockpile fees?
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mumbles
Sergeant
Reged: 03/06/05
Posts: 147
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Re: Simple Economics
[Re: sk7]
#124826 - 02/01/06 02:03 PM (24.37.41.207)
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A mine should produce more then the cost to open it. No one in there right mind would spend 20 million to open a mine only for it to be exhausted in 1 month and sell all the minnerals for under 100 000 in cash.
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Toontje
Colonel
Reged: 01/18/04
Posts: 2578
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Re: Simple Economics
[Re: mumbles]
#124833 - 02/01/06 03:05 PM (84.24.165.226)
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Fire your prospectors. They should not listen to that many old geezers with their talking:
Ther's basic metals in them thar hills.
-------------------- Rather to blow up, then.
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SubZero
Lieutenant
Reged: 08/13/05
Posts: 567
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Re: Simple Economics
[Re: Toontje]
#124888 - 02/02/06 07:52 AM (130.82.111.149)
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I would kill the storage maintenance, that would make it way easier to run a mine.
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Toontje
Colonel
Reged: 01/18/04
Posts: 2578
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Re: Simple Economics
[Re: SubZero]
#124979 - 02/04/06 01:39 PM (84.24.165.226)
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No, used to be that way. The storage fee is there for a reason, to prevent excessive stockpiling and market manipulation.
Tho a small amount of free storage based on either lvl or # of factory workers would be nice. (Only a couple hunderd)
-------------------- Rather to blow up, then.
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