Artisan Archive
Thread: how to slow the inflation problem
- There should be a 'tax' system in ALL cities. These taxes are dumped into a 'reserve'.
- First money is taken out of this reserve to pay for items such as hospitals, banks, security services, shuttles, star ports,military/militia (Rebel, Imperial, or Neutral), etc....
- What's left is distributed via Mission terminals.
- Player Cities should operate the same way. Obviously Politicians would have to play a greater role in securing more citizens into their community. (i.e. more citizens = more taxes = eventually more missions and higher payouts)
- Anything bought on terminals should have to pay a Sales Tax
- NPC Cities would then suffer the same 'fate' of a Player City if their citizenship drops.
Factions should operate the same way:
- When you join a faction, Cities that are aligned with that faction pay a 'Due' so to speak.
- The members of that faction then receive a base pay based upon their rank, how active they are in being involved in the war, etc... Obviously if you don't have enough players in 'aligned' cities your faction will suffer....again the number and value of missions passed out would be limited by the Treasury of that faction.
- Faction rewards would remain for spiffs/incentives/gaining rank/military vehicles/etc....
Obviously the ideas could go on and on. However, as it is now, there is no 'limit' on the supposed 'money supply' which is what allows people to horde away millions of credits. As that happens prices go up because the value of each credit goes down. (i.e. one of the reasons more money released by the reserve devalues the value of the dollar)
stryfex03 wrote:
Sure. No one is saying .. go straight to heavies, mediums are worthless. I'd take that 141000 credits per day more and turn it into a BER13.
Ackew wrote:
stryfex03 wrote:Sure. No one is saying .. go straight to heavies, mediums are worthless. I'd take that 141000 credits per day more and turn it into a BER13.sure ONE heavy i can turn that much profit in to SEVEN meds. So now you have A havey and 6 meds and i have 13 meds. I wonder which will get the most resouces.
Think before you post.
-Heavies pull more resources vs same number of Mediums.
-The increase in Extraction Rate more than offsets the increase in Power and Maintenance Cost.
-It will take less than a month to pay off the higher initial investment.
-The number of lots available are finite, therefore your insistance on using Mediums will limit your ability to extract resources.
-A Heavy has a lower Concentration threshold than a Medium.
Yes, Mediums have their place. But if you are going to stay in Mining long-term, you aren't maximizing your profits if you stick with Mediums.
Why fix something that isn't really broken?
Certifying harvesters to one profession would break the economy by placing a monopoly in the hands of one profession.
There are more than enough money sinks in this game that a "tax" is unneeded. Also, if a "tax" were implemented, players would see it for what it is, which would be the Dev's saying "you've played the game to well, we are taking away your money to make it fair to the idiots who haven't figured it out yet". How many people will play a game where your stuff is taken away for no reason at all? Would you be very happy if 500k of your best resource was yanked because you had too much of it? I don't think so. I've created a successful business and made a good customer base and now you want to punish me for making money, which is what crafters/merchants do? And why should I deny combat monkey's the right to earn money via their skills? Nerfing the mission payouts has already been done, starting in Beta and continuing into Live.
No, leave it alone. Fix the broken stuff first, give the player economies time to settle. Don't go using quotes like the fan favorite "10000 credits? We could almost buy our own ship for that", because trying to force an entire economic model into that one round hole will do as much damage to the economy as the harvester certification lunacy.
There is no inflation problem outside of the ones caused by credit dupers and other exploiters. Everything else is just an active economy trying to balance itself out, which it will do once the cheaters are banned and the broken things are fixed. Focus your energies there instead of trying to force the economy onto a path.
saintchuck wrote:
Ackew wrote:
stryfex03 wrote:
Sure. No one is saying .. go straight to heavies, mediums are worthless. I'd take that 141000 credits per day more and turn it into a BER13.
sure ONE heavy i can turn that much profit in to SEVEN meds. So now you have A havey and 6 meds and i have 13 meds. I wonder which will get the most resouces.
Think before you post.
I do
-Heavies pull more resources vs same number of Mediums.
Never said that ONE heavy would get less then ONE medium. BUT for the price of ONE heavy i can get SIX mediums.
-The increase in Extraction Rate more than offsets the increase in Power and Maintenance Cost.
Never said it did'nt
-It will take less than a month to pay off the higher initial investment.
Wrong its takes over a month
-The number of lots available are finite, therefore your insistance on using Mediums will limit your ability to extract resources.
You mean your limited to 10?? LOL you can't run a good resouces business on 10 lots.I have about 50 and NO i do NOT have more than one account or do lot swaps on different servers. T here are SOOO many people who do not use theres i simply rent out other peoples lot
-A Heavy has a lower Concentration threshold than a Medium.
See point 2
Yes, Mediums have their place. But if you are going to stay in Mining long-term, you aren't maximizing your profits if you stick with Mediums.
define long term.
Ackew, give up, you loose.
If you are mining long-term using mediums instead of heavies, you are loosing productivity. So what that a heavy can cost 5 to 10 times a medium. In my experience....
10 BER mediums go for 26k to 42k, depending on the type and the seller.
13 BER heavies go for 96k to 130k
You are getting a 30% increase in production from a heavy and in less than one months time, that 30% increase will have covered the cost of the harvester in question. If you can't do that math, then you have a problem.
On a 75% concentration:
Medium (BER 10) 10800 resources per day, 1440 maintenance per day
at 3 cpu: 32400 - 1440 = 30960 credits per day profit
Heavy (BER 13) 14000 resources per day, 2160 maintenance per day
at 3 cpu: 42000 - 2160 = 39840 credits per day profit
39840 - 30960 = 8880 more credits per day profit
8880 x 30 = 266400 more profit per month
Power wasn't figure in but at .05 credit per unit it has little effect on profit.
Think a little harder or find a different Architect to buy harvesters from.