04-28-2015, 02:05 PM
Diverted from Spazzy's original thread to discuss a way of draining excess credits from the economy.
Small overview of what has been said:
TL;DR Version: Too much money stored, not enough traders, miners or smugglers. Looking for ways to put a few holes in the money-bucket.
Small overview of what has been said:
Quote:Docking fees - A set amount charged to dock at a base, pretty straight forward, with rings and moors each having a set tax.
Upkeep - A once per server day tax deducted from everyone.
Maintanence - Tax per ship, could be hull, weapon slot or cargo based.
Travel Tolls - Each use of the jumpgate or tradelane networks costs a small amount of credits.
And to drain away the excess credits, a percentage based tax that kicks in when you go over a certain amount. Folks won't be happy either way and no doubt it'll take a lot of work to put in but at the end of the day it may just keep Disco a little more active.
Quote:If using TLs and JGs cost credits, people would just AFK cruise 20k below plane.
Quote:There are any number of money sinks that could be created:
1. More expensive ammo
2. More expensive bots/batts
3. Make tier 2 weapons/equipment more expensive
4. Base docking fees sounds interesting (could make something like shipyards & corporate bases cost more, planets slightly less, and Freeports for free)
5. Make base building supplies more expensive (or just base upgrading ones, and keep maintenance supplies fairly moderate to low.
Just to name a few.
Quote:The above would only increase the effect that we have now and its not really a "money sink". It might only work if you make those (ammo, regens and other equipment) being able to be produced on POB's, but it'll work only for a short while since as mentioned - npc stocks are infinite and this is where that "money sink" comes from.
Quote:
Fees for gates and lanes I imagine would be small enough not to dent your pocket but would slowly drain credits over time. Same with the docking fees. The aim wouldn't be to bankrupt but to create a balanced flow of credits earned to credits lost.
And the economy doesn't need to be player ran, that would just move the over abundence of credits around and solve nothing. The credits need to disappear in order for folks to earn money consistently rather than huge lumps for one off purchases.