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United Mining Exploration Commission: A group of friends playing JumpGate-- "a MMORPG that launched smoothly, breaks from fantasy character setting, emphasizes PvP, and is the first persistent world space simulator that nobody talks about." ~Scorch
 
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GM_Istvan and new economy

 
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Heretic
Chief WO4
Chief WO4


Joined: 09 Feb 2002
Posts: 473
Location: Tripoint

PostPosted: Thu May 27, 2004 8:26 am    Post subject: GM_Istvan and new economy Reply with quote

http://forums.jossh.com/showthread.php?&threadid=22706&perpage=100&pagenumber=1

i really don't have any comment one way or the other, though i must admit it's fascinating and enough to perk my interest in the game's vision
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Ambrosius
Squadleader
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Joined: 04 Jan 2003
Posts: 23

PostPosted: Thu Jul 01, 2004 2:30 am    Post subject: Reply with quote

Well the patch is out ... come see what it's like :)-

For what it's worth, here's the improvements from the last few patches.

Quote:
v.1.0090 - June 29, 2004
------------------------------------------
-Altered the cruise velocities of Transports, Tows, and Fast Transport class ships: FTs are now blockade runners, in prep for contraband systems. Tows were slowed in part to reduce the economic effect of a single ship in a very short span of time.
-Faction Missions will now consume delivered materials that count toward mission completion.
-Reduced CP/SF markup on produced items from 110% to 105% of base price. Reduced Nano Assembler markup to 105% of base price.
-Fixed longstanding cargo display "rollback" bug that could frequently occur while mining.
-Increased ore yields to the maximum possible. Focus was placed on making commodities that are heavily used in production easier to obtain by mining.
-Eliminated a bug that caused the "next" pure asteroid in a sector to be revealed while finishing the mining of the prior pure asteroid.
-Greatly increased the credit rewards of mining, transport, combat, scout, and patrol missions.
-Altered cargo missions so that the mass hauled directly impacts the credit payout and so that deliveries are to stations that consume the commodities.
-Changed a number of production recipes for manufactured commodities and equipment so that more material is consumed. Any changes to components lists will appear on updated JOSSH commodity and equip pages.
-Enhanced Ore Depot buildings to offer increased rewards for ore delivery, including experience and PR.
-Added a test into the economy functions to reduce station production efficiency when a station lacks food and water, causing the station to require more commods to build a given piece of equipment.
-Altered the pricing systems for commodities and equipment to better reflect producer and consumer status of stations.
-Altered production-related demand functions so that demand is both variable over time and takes into account some shortage and surplus conditions.
-Added code to consume Armor, Ammo, and Helium (as "fuel") at TRI stations at rates dependent upon player activity. Linked this usage to pricing and demand functions.
-Fixed a previously unrecognized bug in Nano Assembler function that prevented this building type's shortage-offset feature from working at all.
-Altered Nano Assembler buildings to display as "Hydroponics Units" if the building yields food (Grain or Organic Food) when used.
-Removed Quantar factional bonus to ore sold, due to serious problems with POS. Doubled Quantar factional bonus to mining rate.
-Corrected facton mission issue which prevented building construction from occuring automatically as result of mission progress.
-Added approximately nine more cave-type roids of existing types to strategic sectors across the TRI map, which hopefully will be used to enhance PvP tactics.
-Fixed a bug in a recently-added GM event command that inadvertently restricted operation.
-Added additional code to trap certain types of velocity cheat.
-Corrected a cosmetic bug in the HUD that involved text overlap between rotacol coords and the input chat text area.
-Changed the map screen to default to beacon status display mode when the map is opened.
-Added a new HUD indicator for ECM use, necessary for upcoming ECM functionality changes. For custom HUD makers, this object is "hud_26.bmp".
-Added a new slash command: "/homewhere", to list the location where a pilot will respawn based on /home or other settings.
-Model tweak to Monsoon (Quantar HF).
-Added password functionality to private chat channels: "/chat setpass <pwd>", "/chat join <chn> <pwd>". JOSSH documentation will follow.
-Implemented possible fix for infamous and longstanding "bombertow" bug.
-Corrected graphical issue with Naval Yard domes becoming visible before rest of building fades into view.
-Added three minor event-related functions for GM use.
-Implemented a preliminary render distance enhancement (20km). Further work is needed to solve layering problems at longer ranges.
-Corrected an unreported rendering problem that prevented Quantar ships newer than Whirlwind (Quant FT) from displaying their mounted missiles to others within 400m.
-Altered 3D HUD "holograms" to display using the high-resolution models for most space objects instead of the lower-res versions.
-Fixed a zbuffer problem with the rendering of two of the planets in conflux space.

v.1.0089 - May 5, 2004
------------------------------------------
-Corrected minor issue with Linkup entries not reflecting correct color code when posting pilot has entered the simulator.
-Fixed problem with Shift-F12 and F12 functionality.

v.1.0088 - May 4, 2004
------------------------------------------
-Added new Operations medal set to incentivize and reward missions completion.
-Corrected problem with Ore Depot buildings that prevented them from correctly paying miners for delivered ore.
-Fixed a problem where resetting an account did not wipe old /home values.
-Made a preliminary adjustment to how and where conflux spawn in a sector. Further conflux spawn adjustments are forthcoming.
-F11 (tightbeam) chat will now echo sent text back to the sender. Please note F11 has never been adapted to the post-Episode2 chat standard. It is still limited to one line.
-Increased mass of the Trap commodity to better reflect the amount of Explosives used in Trap production.
-Made adjustments to the TRI Enforcer and to a conflux subtype to aid their use as events tools.
-Reduced CP/SF markup on produced items from 115% to 110% of base price.
-Fixed problem with CP/SFs that prevented them from correctly handling the prices of items with ore components.
-Corrected an issue with a cave asteroid model that caused bullet collisions to not register properly (players could shoot through and do damage).
-Fixed a longstanding cosmetic problem with the POS Options tab.
-Added a new slash command: "/chat who", for listing pilots using the same non-public F5 channel.
-Added a new slash command: "/clearallprices", for wiping your entire list of custom POS prices at once. Use only if you mean it.
-Added functionality to the "/ignore" command: without a callsign /ignore will output the contents of your ignore list.
-Made adjustment to ore replenishment of pure asteroids to prevent a confusing issue with yields from these roids.
-Added Shift-F12 function to preset a targetted pilot. F12 will recall designated target if in range. Shift-F12 on gate or building will reset F12 to normal function.
-Added backend functionality to asteroid replenishment in preparation for upcoming changes.
-Reduced the lifetime of the highly effective Grave Robber missile, for balance.
-Implemented a new Linkup Information Terminal screen in TRI stations, as Jumpgate's equivalent of "Looking for a Group". Details will be made available in JOSSH.
-Fixed some tooltip display and cosmetic rollover problems in Ship Config, Market, Linkup, and other screens, associated with the extended chatbox.
-Added a 2000m blast radius on nuclear missiles.

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BaadF00d
Test Pilot
Test Pilot


Joined: 01 Feb 2002
Posts: 273

PostPosted: Thu Jul 01, 2004 3:27 pm    Post subject: Reply with quote

Good grief.
That only took... 3 years?
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Ambrosius
Squadleader
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Joined: 04 Jan 2003
Posts: 23

PostPosted: Fri Jul 02, 2004 3:19 am    Post subject: Reply with quote

... and more to come.

If Istvan had been on the team a year earlier . . . . {sigh}
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Heretic
Chief WO4
Chief WO4


Joined: 09 Feb 2002
Posts: 473
Location: Tripoint

PostPosted: Tue Jul 06, 2004 11:00 pm    Post subject: Reply with quote

contraband what!?!?!? *cough*splutter* holy fucking shit! 8P

they reverted to removing faction commods!?!? gods, finally logistics again!


Quote:
Removed Quantar factional bonus to ore sold, due to serious problems with POS. Doubled Quantar factional bonus to mining rate.
oh fuck! that sucks, at least they tried to compensate us quantars.
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Ambrosius
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Joined: 04 Jan 2003
Posts: 23

PostPosted: Wed Jul 07, 2004 11:44 pm    Post subject: Reply with quote

Yeah, the new approach to Quantar mining efficiency works fine -- and will present us with an important advantage as mining becomes more critical.
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