I suppose it depends on what Leeds is left as, either an almost-evacuated planet for Gallia to repair with, or an occupied population forced to work for Gallia while there's a resistance movement going on as well. If it's the latter, Tobias could stick around with his equipment shop, and would likely be involved in the resistance (even though he's at least 60 now).
(12-10-2012, 03:01 PM)SummerMcLovin Wrote: I suppose it depends on what Leeds is left as, either an almost-evacuated planet for Gallia to repair with, or an occupied population forced to work for Gallia while there's a resistance movement going on as well. If it's the latter, Tobias could stick around with his equipment shop, and would likely be involved in the resistance (even though he's at least 60 now).
Sounds like Tobias! Hopefully he stays in there somewhere!
so I recently started exploring Coronado. I must say you're all doing a wonderful job.
so I recently started exploring Koeln. I must say you're all doing an amazing job.
some time ago I explored Rousillon. Impressive. Particularly the music on the planet that was a nice surprise.
so I recently started exploring Omega-55. LOL... NOMADS. LOTS AND LOTS OF NOMADS. SHOOTING THINGS. I GOT THE HELL OUT OF THERE. (and I was thinking, jeez I can't remember what that one was from the news. I hope I don't run into a nomad system)
recently started exploring Omega-41. what did you guys do to the star? that new effect there, that's impressive.
I do really like one thing I've seen in Discovery of Discovery server. Conquest of bases. But it's useless there because of low population. Let's do the same thing in Discovery RP.
Let's say RM is doing a raid on Texas, but LN can't get enough forces for a combat. Now instead of returning from a pointless trip Rheinlanders may conquest Shugarland (till the next server restart).
I think we have enough toys already. No need for new systems, weapons, ships and so on. You try/visit it once to just see that new thing and that's it. I believe if devs will spend they time on improving game play that will get better results and more players on server.
It should be fun, bring some new strategies, and unforeseeable thing in game. It will have also impact on economy, by the way. Imagine, you come with transport full of ore to Stokes and it's under Gallic control.
/bankloan <amount>< Interest rate (1% - 100% = >100,000) ><Debtor><Loaning Party><code><time allowed to pay (0 = no time limit (numerical amount is equal to one day/24 hour period)>
So if I make anything over 100,000 5% of it gets sent to the bank. So basically 5,000 credits for every 100,000. Say I make 20,000,000 in one day, 1,000,000 of it goes to my debt.
This can also be called faction tribute where companies can set their income based on everyone's interest rates. Kishiro rates as example being 35-45% for probationary traders, 15-25% B class traders, and 1-5% A class traders. Factions set "loan" for a contracted amount (aka salary) and once it's paid off a new contract can be made. So like if I am a B class trader that is contracted for 100,000,000 credits and I get a 25% rate and I make about 10 million credits a week my contract ends within 40 weeks/5 months.
When the amount loaned is payed back the code use to activate the lean defaults and no longer exists. More than one player can be on one loan. So say it's a company to company deal. Kishiro pays DSE 255,000,000 for a trade agreement. Kishiro assigns a code that 5 DSE members use. Every time that code makes a profit within the interest rate and above the minimum the amount is sent to the code host (loaner). /bankloan 255,000,000 75 DSEbank1 Kishirobank4 XXXXX 30
Alternatively you can also have a timed restricted loan. If the amount is not payed in time the code will send a message to all parties that have it stating the due date has passed. From there the loaner is free to do whatever to reconcile the debt.
I hope you find this idea worth it. It would make a lot of things easier and more connected.
PS: Excuse my poor math skills ;l I haven't slept yet and too tired to actually figure the right numbers in.
National Credit Reserve/ Dynamic Credit exchange system.
For every nation the house military faction or faction that is given dictation over the nation such as Liberty can instill a national budget. The activation code is a SRP for house nations.
"CNS News Liberty John Tucker here. Today the president announced no tax hikes this year but congress predicts taxes to increase entire one present over the next three months. Sources say that due to the strains of a war fatigued nation our economy is being strained."
What does this mean for every player? Well every ID that is Liberty would fall under the 2% tax rate for every 100,000 made. (Yes Zigeris just pulled out the tax sim). And only if the amount is made within Liberty. So if you sell items in New Tokyo you will not be subject to tax. To change the tax rate the faction who is granted the ability to enforce taxes can simply repeat the hook.
Where does the monies go? The National Credit Reserve is a tally system. When the credit is sent to it the amount doesn't actually collect. This is completely separate from the games engine (to allow more than 1.8 billion credits). There will be a reserve for every nation, Liberty Credit Reserve for example. The faction that is in charge of the reserve is allowed to withdraw the maximum amount allowed threw the game's engine. Ex: /NCRwithdraw <House><Code><Faction tag><amount> /NCRwithdraw Liberty XXXX [LN] 1800000000000
This gives factions super amounts of power? Yes. Yes it very well does. So what use does this have for everyone else? Based on how wealthy the nation is improves prices for commodities. Better the economy the lower the buy prices for items. Also the more populated it is the more wealthier the nation is, the more buying and selling within the nation the wealthier it will be.
Example: Liberty is worth 24 trillion credits. Food rations cost 59 credits at the lowest price. Over a few weeks the worth is 32 trillion that pushes the price down to 55 credits. It will also increase the selling of items such like Wild game selling at 3,440 (@ 24 trillion) to 3,485 (@ 32 trillion).
So what if the nubtards in office start raising taxes to like 75%? This is a RP server after all and it's more likely a government would be overthrown with such terrible taxes. Admins can always intervene situations that get out of control.
What about Gallia? And Kusari? And any other low player base nations? The effect of it will be that those nations economies won't improve or decay over time their prices will remain the same at what they are.
Could a nation go into debt? Yes if the host withdraws more than what's in the reserve it'll crash the economy. A preset of max debt probably should be created to keep the free for all spending under control. But as soon as the Reserve goes into a neg number the buying items become more expensive and the selling becomes less productive.
So how does this effect warfare? Every [LN] tagged vessel will automatically draw from the reserve for repairs, ship buying, and anything else. You can also setup other dependants ex: /NCRdepend <House><Host><code>< dependents tags separated by -> / /NCRdepend Liberty [LN] XXXX LSF - LPI - IDC This will make it virtually free to these factions to repair and supply themselves.
For EACH ship with the dependency tags (and host) that is destroyed an amount is subtracted from the reserve. This gives another way to cripple the other nation. (It would be completely idiotic to add some indie tags to the dependencies...you all know which indies I am talking about.
So where would I go to see how the economy is doing? /NCRshow <House> output = Liberty Reserve @ 124,555,331,664 Market Bonus @ +0.02 Tax @ 2% Amount of Taxes you've payed 234,000
How can I see where my money is going? /NCRaduit <House> output Dependents [LN] -1,450,300,555 =LSF= -35,600,444 LPI -200,000 STATUS: Surplus
Will this effect player bases? Most certainly will. The move player bases get involved the better it will be for their profits as well.
Zigeris you're a crazy nut - I know. Just thought I'd make a thought out there. I always figured there should be some way to make wars and conflict more costly in RP as well as mechanical application. If a nation is warring constantly and continues to use the reserve to repair and to buy new ships then the war is winnable. There can be victors and conquered. This also creates loads of RP reasoning behind, seemingly taboo, faction to faction interaction that leads to dramatic changes in relationships between them.
It's hard enough to make credits as it is. Yep...but the more you do the better it gets.
I think I've said enough about the idea. I have actually plenty more.
An ingame buddy list would be nice. A FLhook that shows up a message as soon as the person (Who has accepted a buddy invite) comes online.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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@zigeris: both ideas are not really bad, but exploitable i believe.
while that part might be fixable, it reads like an aweful lot of FLhook tracking, - the more of those are running, the less stable the game becomes - and the more lag happens. - and thats the main reason i see against such an idea.
it would be better - for the game - if we just had a few "gamemasters" that were given console powers and would adress story/faction related issues.
so they could do legit money lending and tracking ( if their idea of fun is accountants work ) - and give faction leaders their "tax-share" so those can hand it to their members.
a LOT more work and faith involved.... but at least it wouldn t add to the server-workload.
if fully green, 10% (arbitrary figure i pulled out of my XXX) reduction on sale price and increase on buy prices.
if partially green: 5%
if neutral: 0%
if almost unfriendly/hostile: -5%
we have reputation-linked mining drops. we could have reputation linked trading.
advantages:
1. factions that need some love can have their reputation tweaked by a patch... which may or may not be announced in ther server news, according to the developers' whimsy.
2. factions that are getting too much love can have their rep-linked bonuses reduced.
3. factions that seriously mess around (and that's not happened in a while, but....) can have their trading bonuses slashed as an additional sanction
4. trading - the lifeblood of interaction - can become profitable for minor routes, without messing up Xoria's hard work.
5. before we have a truely dynamic economy (we're half-way there with players able to set their own prices - now all they need to do is be able to advertise themselves) this would be an interim step.