Unfortunately, not that I've found.Are there any mods out there that allow faction members to share a bank account? Because otherwise I'm going to have chests full of 10k credit cards sitting around so the non-moneyed amongst us can use our teleporters.
Nah, I don't have an issue with i.Unfortunately, not that I've found.
But the cards stack up to 50k, so that'll be 1/5th the storage space you might have feared
Of course, if you think it'd be better to have a different pricing structure, I'm all ears...
I mean, weren't you kinda already mentally preparing for card-packed cargo vaults, if and when Xango gets around to my requested /vb changes?Nah, I don't have an issue with i.
1 mil *each way. So, 2 mil if you want a 2 way teleport. Compared to 8 mil for your next pair, or 4 mil each way. But nothing says you can't have 1 way teleports to save money, though I suspect not many will go that route.I'm all for it. I mean, if we want to buy a teleporter it's going to be 1 mil whereas right now it would be 8 mil.
No, I'll honestly probably just stop using it if it costs money each time. The vb is only really 'necessary' for PoI runners who need to haul stuff back to the surface or for holding your stuff right before you die, and I don't spend a whole lot of time doing either. All I really use it for right now is to carry twice as many guns between bases when I'm going to sell them at Gargantua City, and I can do that just as easily with a second trip out to my SV's cargo boxes.I mean, weren't you kinda already mentally preparing for card-packed cargo vaults, if and when Xango gets around to my requested /vb changes?
I hear ya. I pretty much only use it to hold medical supplies, at this point, and extra storage space for carrying more stuff through a teleport. I guess, in practice, it's more of an early game security blanket that kind of peters out as you reach the endgame. So maybe a credit charge would be counterproductive anyway.No, I'll honestly probably just stop using it if it costs money each time. The vb is only really 'necessary' for PoI runners who need to haul stuff back to the surface or for holding your stuff right before you die, and I don't spend a whole lot of time doing either. All I really use it for right now is to carry twice as many guns between bases when I'm going to sell them at Gargantua City, and I can do that just as easily with a second trip out to my SV's cargo boxes.
A per-use charge for teleporters will probably do the same thing, to be honest. Or at least significantly reduce the amount that I use them. Most of my teleporter usage in the last week has been to and from our base in Trading Outpost orbit so I could sell guns so we could afford our next pair for $8M. If I can by a pair for $2M, I'll probably use the teleporters (round trip) once a day instead of the seven or eight I can get through in a good gun-running day.I hear ya. I pretty much only use it to hold medical supplies, at this point, and extra storage space for carrying more stuff through a teleport. I guess, in practice, it's more of an early game security blanket that kind of peters out as you reach the endgame. So maybe a credit charge would be counterproductive anyway.
I'm still not sure I've found the right balance of cost vs ship warping.A per-use charge for teleporters will probably do the same thing, to be honest. Or at least significantly reduce the amount that I use them. Most of my teleporter usage in the last week has been to and from our base in Trading Outpost orbit so I could sell guns so we could afford our next pair for $8M. If I can by a pair for $2M, I'll probably use the teleporters (round trip) once a day instead of the seven or eight I can get through in a good gun-running day.
If you ask me, and you did, the whole thing is moot anyway. Once you get to the point that RDR is at, which is essentially where GBI was right before we left Renntech, a $10k tp charge is nothing, and neither is 300 refined pentaxid for a string of jumps. Also, I'm not really certain that requiring multiple jumps is all that much of a hassle. I mean, I'd love it if I could use a wormhole to get from one side of the solar system to the other (something for which I would happily pay 10M to 100M credits, if you could figure out how to add one, publicly usable and all), but I routinely trawl around our little corner of things, hitting up five or six orbits for asteroid mining, and can usually pick up enough pentaxid during the trip to at least - at least - recover what I used, and most times double or triple what I used. Really, once you make it past Ningues, resources just aren't scarce enough to make either paying 10k for a trip or 300 pentaxid for a string of jumps a hardship. And you can forget about the PvP vulnerability of CVs - orbital playfields are so massive these days that unless you removed the rule prohibiting embargoing warp-in points, there's damn little chance of being in the right place at the right time to catch someone before they jump back out of a system as they're hopping through. And while you can certainly stumble upon someone's base while you're out transiting the 'verse, you have to really be trying. I stumbled across two of yours, sure, but both times it was while I was actively searching for asteroids to mine in the vicinity of your bases.I'm still not sure I've found the right balance of cost vs ship warping.
Teleports:
Pros: Faster/more convenient, covers greater distance for flat cost
Cons: Can't move a ship, limited to what you can carry in inventory/vb
Ship jump drive:
Pros: Can move a ship, greater cargo capacity, docked vessels, etc
Cons: 300 credits worth of Pentaxid per AU used up in travel, multiple jumps usually required to reach destination, arguably pvp vulnerable
It seems to me that Teleports get a whole lot of pros for not many cons, compared to jump drives... and thus should cost more for the convenience. But I don't know really WHERE that amount should be. I picked 10k because that was slightly less than double the cost of a typical sector jump. But I'm still very open to suggestions on that front.
Also, if 8.1.2 does make it so that things like furnaces and constructors will continue to process even in the absence of players, that would probably greatly curtail my teleporter use, as usually my biggest use of teleporters is to ferry ore and ingots to/from Akua, where the furnaces run much more often than at my other bases.
The “problem” is that money just piles up in the end game, doing nothing useful. Gas is trying to find a legitimate place for those large sums of money to go, because he views an ever-increasing bank account as a symptom of insufficient in-game stuff to do, rather than an indication that someone is just obsessed with accumulating money.It might help more if I knew what "problem" you were trying to solve for by charging credits for things.
You may want to just let it handle itself for a little while. Honestly, at this point, all you would be doing is creating an annoyance to RDR and a hindrance to anyone trying to catch up to us, and it's getting mighty lonely out here in end-game land.That's the main thing. I'm trying to add convenience in a way that serves to remove money from circulation so as to fight the rampant inflation caused mostly by Bonanza, and to a lesser degree, the asteroids and autominers.
Well, currently, my planned implementation would still be cheaper than the existing teleporter purchases, even in the long run...You may want to just let it handle itself for a little while. Honestly, at this point, all you would be doing is creating an annoyance to RDR and a hindrance to anyone trying to catch up to us, and it's getting mighty lonely out here in end-game land.
Hopefully the fix they mention for R2T in 8.2 will actually work, and then it won't be as bad to take CVs out for big battles.Well, currently, my planned implementation would still be cheaper than the existing teleporter purchases, even in the long run...
But I have noticed the server's been rather ghost-townish this week. Wonder where everybody went.
This is why I was willing to put up with renntech for so long... when the population is small, the endgame gets stale PDQ.
Here's hoping.Hopefully the fix they mention for R2T in 8.2 will actually work, and then it won't be as bad to take CVs out for big battles.
So wait, are our options going forward to eitherAlso, I don't plan to REQUIRE refunds. If you'd rather just stick with the teleporters you have, by all means, do so. I just don't plan to set up new ones, going forward. And since there are so few out there, the refund offer will be good into perpetuity should you change your mind and want to switch.
No, the teleport mod doesn't conflict with the vanilla teleports, so your options are:So wait, are our options going forward to either
a) keep our existing teleporters, having already paid $9M for the 5 pairs (we bought two pair before you started graduating the price, and two pairs were "private" teleporters to Dave until we merged the networks), and not get anymore or,
b) strip out the ones we have, replace them with new ones once the mod goes live - paying for them again, but at the new price of $2M per pair - and then be able to continue to buy them at the new prices through the mod?
Because it sounds like a lot more work to go with the second route when I could just give you an extra million credits and then we could go on our merry way using the mod like everyone else. Is the model changing or something else that would prevent us from just keeping the ones we have now and adding to them?
I thought the /SCAN mod already doesn't go beyond visible range? (1k atmo, 3k space)The bad news... I'm thinking that the dynamic structure loading will break the /scan mod. I'll confer with Xango to verify.
I saw that, but I'm not sure exactly what this means. Care to explain?let's not overlook this gem from the experimental update:
"- Able to set Turret Attack Groups and Light Settings from the "Group" Heading"
THANK GOD
I'm guessing (hoping, desperately, really) that it means no more telling each individual turret not to waste its ammo on predators, or telling all of your plasma turrets not to waste their time trying to shoot down fast drones.I thought the /SCAN mod already doesn't go beyond visible range? (1k atmo, 3k space)
I saw that, but I'm not sure exactly what this means. Care to explain?
--Patrick
Jeez, that would be pointless. No, it scans contacts up to 7km away in space (5km to identify by name), and 3k/1k in atmo.I thought the /SCAN mod already doesn't go beyond visible range? (1k atmo, 3k space)
It means you can designate turret targets by group, now, instead of having to click EVERY SINGLE TURRET to uncheck "predators."I saw that, but I'm not sure exactly what this means. Care to explain?
To be honest, I'm not entirely sure. I think as long as you get it re-cored before the server sweeps up garbage, it should be fine. The death of a teleport would seem to be linked to the deletion of an ID.I also assume if your CV or structure gets cored, that will rather mess things up.
--Patrick
Of course, that raises the question... if someone else decores your ship, then claims it for themselves.... will the teleporter continue to function? At this point, I think it might... I'll ask the mod author.
Well, you won't know if somebody ELSE has made a teleporter to a ship or base you capture (unless it has obvious markings), but once you know the ID of a structure, you can "/tt list (ID)" to get a list of its teleports. So, if you forget, you can check your structures this way.Keep a list of your teleporter IDs, is what he's saying.
--Patrick
Well, not really, in practicality.If you learn the ID of some other (non- or other-faction) structure, can you drop an invasive teleporter to it?
—Patrick