Politician Archive
Thread: How will you pay for your city?
Knocky wrote:
slugeater wrote:
Money isn't a real problem, with a TWO people group you can get 20K-30K an hour from Lok missions. Combat characters can make good money, too.
That is my point Sluggy. The rest of us are being punished for the actions and abilitiesof the Devs' favorite people, Combat Characters and their major supporter the Master Weaponsmith.
Knocky,
You're kidding, right?
Your sig says that you're a rather powerful CH and and Architect. I'm sorry, but if you can't produce a good cash flow with those skill trees...you're doing something wrong.
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LOL
You ever seen what a 20K mission will do to my Grand Wrixes? IfI had enough Meds and theskill to use them the maybe my GW's would not take such a beating.
But wait!!! I Forgot (not really :smileytongue
!!!!
The Devs have decided to personally attack me by having the mission's Mobs come after me instead of my pets.LOL I have Pistol IV in the Marksman tree, and that is the extent of my combat prowess. I will be seeing many cloning rooms after they finsh rerighting all the creatures in the game to make "Knocky" KOS for having the audacity to try and fight against the creatures that constantly try to kill me as I run from harvester to harvester.
Now that insurance is about to enter the game again. My money will be going there instead of a city since God forbid I CHOOSE to make a corpse run instead of insuring my items.
I guess I will have to give up all my Architect certs and pick up Medic since I will need to do a whole lotta healing.
Lets talk Architect, I get about 5 credits per resource off the structures I make, why? Because people are paying 200 credits per unit for a weapon and choose to not pay much for a house. Now that all the rich powerplayer are getting Holocrons telling them to enter the crafting fields the "Player Economy" is going to go to hell once they start dumping their grinded items into the market.
Yep, time to give up all crafting and become what the Devs obviously want me to be, a combat character. Watch out Chilastra, there will soon be one more flamethower added to the thousands of flamethrower wielding Commandos out there.
Master CH and Commando with Flamethrower IV. Yep that is certainly what the Devs want.
Knocky wrote:
Yep, time to give up all crafting and become what the Devs obviously want me to be, a combat character. Watch out Chilastra, there will soon be one more flamethower added to the thousands of flamethrower wielding Commandos out there.
Lol, Wow, cry me a river. You already play the most popular combat class and the most popular crafting class - they are popular because they are both easy to obtain, and rewarding to play. If you can't figure out how to make them work for you, you have more problems than worrying about how to meet city maintenence.
The problem with the city fees is that the devs want a big enough barrier to entry to prevent just anyone from plopping down a city hall. Start with the fact that City Hall takes more resources than a PA hall and there's the first bigbill.
Then you're gonna pay 25k/week for justan outpost (current figures at least). So if you and 5 friends want an outpost of your own, unless all your friends are also wealthy,it's going to have to be a vanity project like mine.
But this is realistic. You don't see a thousand tiny towns all along the road with 10 residents each. There are a few of them, but not as many as we'd see hereif setting one up only cost 5k credits. There's nothing stopping small groups of people from putting their houses together into a "town". You don't get any real advantages to the town unles you hit level 2 anyway, right? So if you don't plan to grow, don't bother placing a hall. You may just be getting in the way of someone else who wants to build a nice sized city.
At a larger size, a moderate sales tax becomes more attractive, probably reducing (but not eliminating) the property tax. (Why not eliminate the property tax? Because a property tax means that people who place harvesters in the city limits are at least giving something back for uglifying town. :>)
With the new city costs, it seems to be much more possible overall to pay for city upkeep using taxes, although specializations and expensive city structures still cost enough to require funds to occasionally be raised by other means. This actually makes it reasonable to keep taxes high enough at normal times for there to be an overall net increase in the city's war chest, to be held against future advancements increasing the tax burden in large jumps rather than slowly ramping up.
It will be an interesting juggle for any large city that doesn't wish to support itself wholly on donations.
BlindTyldak wrote:
*chuckles* You can guess who has never played either class in that last post, can't you folks?
~~Shabhaii, Mayor of Tombra, Naboo
www.cityoftombra.com
The REAL BT
"I got a Holocron!" "I got a lightsaber crystal!" "I got a rock . . . . "
Now that is funny. I made my first million from being an Architect and the architect I do business with right now is a multi-millionaire.If you can't make money in this game, you are not trying to hard. Right now I pull in millions and I only play 2 or 3 nights a week for maybe a couple hours
TripleDES wrote:
The income tax needs to have a higher cap. Way higher. 1000cr / week are frickin' peanuts. Maybe the devs should move their butts into a live server and play a while there to get a clue about the economics. And the current values are just insane compared to expected populations vs. weekly cost.
Hmm. A person advocating an income tax while suggesting that others "get a clue" about economics. This sort of behavior is generally called "missing the point entirely".
My plan was this, have a city and a base together, declare the city a rebel city, charge 1k per day for income tax and have that cost covered by running missions from the cities base. With all the extra faction points available by city members, have them optionally donate these for turrets and mines etc to make the faction based city grow.
How good would the wars be between opposing guilds and cities. I think that cities have been developed around the economy, and not the Galactic Civil War, which really dissapoints me.
For crafters, a neutral based area of the city can be maintained by the malitia, so they can sell their items to anyone regardless of faction.
I guess i really had high expectations for player cities, but after reading the architect and this politician forum, i can see now see that theya re gonna be crap!