Business And Economy Archive

Thread: The need for more and larger money sinks...

Puertoriqueno
Thu Feb 10, 2005 1:52 pm
#14

hmm.


Cool, anyone else?




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Garnax
Thu Feb 10, 2005 2:53 pm
#15

My guess is that by far the largest money sink is people quitting and/or having houses with stuff time out.



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Lilato
Thu Feb 10, 2005 7:53 pm
#16






Garnax wrote:

My guess is that by far the largest money sink is people quitting and/or having houses with stuff time out.







And the devs are doing a great job on making ppl quit





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Pawlin
Fri Feb 11, 2005 1:24 am
#17


SOE has a handle on how much money is coming into and going out of the system. They watch that and have it balanced.



Right now the very high quality and rare loot items are the luxury purchases that the rich spend their credits on. When they do that, it circulates the money back into the economy into the hands of other people.


I've seen no proof of actual system wide inflation in the game. Some items may go up but as a whole, prices for commodity items are fairly stable IMHO.





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Zadokk
Fri Feb 11, 2005 6:36 am
#18

How about a one-time levy imposed by the Imperials where players are forced to pay a percentage of their bank balance towards the upkeep of the empire. The rich would be subjected to a super tax. This would create less of an inbalance between the rich and poor and also remove large sums of money from the economy. Everyone's a winner!
DeepScan
Fri Feb 11, 2005 8:11 am
#19

so what are the current money sinks now....

vehicle repair 1-3k

taxes / maintenance- varies

shuttle starports - 200 to 3000

clone - 1000

insurance - 100 per item

cantina bartender in NPC city - 5-9 credits for drink


and how much money is getting drawn out ? average of 10k a mission that most people do. and how often do you do missions compared to using money sinks. seems .like a year everything is more than doubled. we'll be looking at 30-35k buffs and 500k brandy crates



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Randomotaku
Fri Feb 11, 2005 10:52 am
#20

I know of one major money sink already in the game... Player cities.


A nice size city can consume a ton of credits per week, even more if the taxes are low (or non-existant). Add a good specialization and some nice decorations around town and you're looking at easily 500k+a weekat level 4. (Well over that at level 5.)








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Jagged-F3l
Fri Feb 11, 2005 11:04 am
#21

/disagree


There aren't enough money sinks? I have two characters, one of them is crafter/pilot, the other is a combatant/pilot. Between the two of them, here is a breakdown of money I sink back into the game:


  • 200K/month in structure maintenance

  • 400K/month in harvester maintenance

  • 100K/month in vehicle maintenance

  • 100K/month in ship repair

  • 25K/month in shuttle fare

This isn't enough? I think not.




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EdOWar
Fri Feb 11, 2005 11:08 am
#22






DeepScan wrote:

so what are the current money sinks now....

vehicle repair 1-3k

taxes / maintenance- varies

shuttle starports - 200 to 3000

clone - 1000

insurance - 100 per item

cantina bartender in NPC city - 5-9 credits for drink


and how much money is getting drawn out ? average of 10k a mission that most people do. and how often do you do missions compared to using money sinks. seems .like a year everything is more than doubled. we'll be looking at 30-35k buffs and 500k brandy crates





Most of the cash sinks go through crafters: harvestor maintenance, house maintenance (workshop, store and multiple warehouses), vendors and factories. And as someone else mentioned above, player cities are probably the largest cash sink in the game.


Slim Vargo, Corbantis


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