I have a proposition I would like feedback on for the implementation of a system that benefits all aspects of the game at once, and provides an opportunity for virtual jobs.
All healthy economies are based off a source(way items are created) and a sink(a destination for the items that players wish to trade these items for to obtain a reward from).
On each planet, and in dangerous remote locations in space cordoned off by dangerous spacial phenomena that can destroy flying vehicles(damaging their TT), new content is added that focuses on the following new types of lootables:
1) Lootable jewels and jewelery components which are usable to craft a new kind of jewelery, with the components of the jewelery at creation being used to determine the end traits. A combination system of lootables being crafted into a product is the concept.
- I suggest a variety of one time use magical jewlery which bestows a 24 hour or longer effect to the avatar(essentially lootable components that can be crafted into pills), as well as (L) jewelry that will decay over time. Let there also be rare unlimited jewelry that burns mind essencein exchange for a passive effect, but let these be rare and special.
2) Lootable new supplies used to turn in for 'teleportation vouchers' where the community trades looted supplies for a monthly pass on the teleport system to all new locations on that region. No pass? Pay a ped to teleport there.
3) New minable resources restricted to this type of area and key-based instances in order to add 'skill increase rate' enhancers to all known professions. Crafters crafting within these special regions are eligible to receive (L) blueprints to these enhancers
4) Social expansions that are character bound on activation to earn boosts which grow our character: Increased carrying slot number, increased planetary storage, increased carrying weight, increased auction slot count. Have these passive buffs require a very small(a ped a month) amount of supplies per upgrade installed.
- I suggest varying between permanent upgrades which are rare and expensive and may utilize mind essence in order to bestow their effect, very rare permanent upgrades which are free, and common upgrades which bestow temporary but long term benefits lasting a year of real life time. It would provide a long slow controlled burn.
5) Items to expand how many of the above social expansions you can have on your character. Make it infinite, but character bound. You have to earn them yourself.
6) New components required to build (L) attachments that burn very common materials in bulk, and dramatically transform how a weapon's cost is calculated. Shifting 75% amp decay onto the base weapon(great if you have a UL weapon), shifting 75% gun decay onto the amp(great if you have a UL high TT amp and normal weapon), or shifting 75% of the decay of an amp or gun on to the ammo burn for a given item could all be great economic opportunities to play in the real of markup, where the attachment may decay at TT 0.001 per click, but save us at markup 0.005.
In these remote locations, have deadly mobs between there and civilization that will kill flying vessels that stray too close, leaving adventuring to these far lands challenging and extremely time consuming(read: pain in the fucking ass). If you have an armored transport that is fast and heavily tanked, but force players to come in under fire if they do not use a teleporter(restrict flight around the teleporters), the items will decay.
Players can fly to colonize a location and build a teleporter, with the cost being 50,000 ped TT of materials to build. This would represent 500x 100 ped deeds, with the initial founding players all getting a share of future teleport fees and teleporter maintenance fees to the location. These can be traded on an Entropia Exchange.
If you were one of the original investors, you do not pay a teleport fee if you provide 10 ped of supplies to contribute to teleporter upkeep per month. Otherwise you pay 1 ped per teleport just as everyone else must. This burns a constant amount of supplies, establishing a healthy sink.
Periodically, mobs will invade the newly established teleporters and attempt to take them offline. Players will have to re-invade the teleporter in a wave spawn style event using transports that will take active fire from flying and ground based mobs, decaying vehicles. Choke points and sea based mobs can be used to force boats to be used to invade certain strategic points, without being draconian in implementation. For those that participate, allow them the ability to pay 25 ped TT materials(for initial investors) or 50 ped TT(non initial investors)to an NPC for a 6 month pass to that teleporter in exchange for helping in its defense.
Finally, there should be a tax since we are paying Mindark large volumes of supplies in TT to construct teleporters and fees on the deeds as we trade them. This is not a tax facing us, but a tax that leads to us receiving an additional half of the amount Mindark makes during the invasion periods back as payment to the people who paid to create the teleporter in the first place. The $5,000 USD paid for the teleporter would be used to set mindark ahead to develop more content for us, with this new content being things we can grind new iron challenges and missions on which burn our ped during non-invasion times.
Now what do we do with the ped generated? Pay the defenders a wage when they pass conscription for a certain amount of time first, and when they participate in a certain amount of the overall total invasions on that planet. This sustains the job idea of our president and also provides incentive for us to participate in all aspects.
I've established a healthy system I feel, with a source and sink for each item, where all items are continually used up so new drops are always going to be needed.
All healthy economies are based off a source(way items are created) and a sink(a destination for the items that players wish to trade these items for to obtain a reward from).
On each planet, and in dangerous remote locations in space cordoned off by dangerous spacial phenomena that can destroy flying vehicles(damaging their TT), new content is added that focuses on the following new types of lootables:
1) Lootable jewels and jewelery components which are usable to craft a new kind of jewelery, with the components of the jewelery at creation being used to determine the end traits. A combination system of lootables being crafted into a product is the concept.
- I suggest a variety of one time use magical jewlery which bestows a 24 hour or longer effect to the avatar(essentially lootable components that can be crafted into pills), as well as (L) jewelry that will decay over time. Let there also be rare unlimited jewelry that burns mind essencein exchange for a passive effect, but let these be rare and special.
2) Lootable new supplies used to turn in for 'teleportation vouchers' where the community trades looted supplies for a monthly pass on the teleport system to all new locations on that region. No pass? Pay a ped to teleport there.
3) New minable resources restricted to this type of area and key-based instances in order to add 'skill increase rate' enhancers to all known professions. Crafters crafting within these special regions are eligible to receive (L) blueprints to these enhancers
4) Social expansions that are character bound on activation to earn boosts which grow our character: Increased carrying slot number, increased planetary storage, increased carrying weight, increased auction slot count. Have these passive buffs require a very small(a ped a month) amount of supplies per upgrade installed.
- I suggest varying between permanent upgrades which are rare and expensive and may utilize mind essence in order to bestow their effect, very rare permanent upgrades which are free, and common upgrades which bestow temporary but long term benefits lasting a year of real life time. It would provide a long slow controlled burn.
5) Items to expand how many of the above social expansions you can have on your character. Make it infinite, but character bound. You have to earn them yourself.
6) New components required to build (L) attachments that burn very common materials in bulk, and dramatically transform how a weapon's cost is calculated. Shifting 75% amp decay onto the base weapon(great if you have a UL weapon), shifting 75% gun decay onto the amp(great if you have a UL high TT amp and normal weapon), or shifting 75% of the decay of an amp or gun on to the ammo burn for a given item could all be great economic opportunities to play in the real of markup, where the attachment may decay at TT 0.001 per click, but save us at markup 0.005.
In these remote locations, have deadly mobs between there and civilization that will kill flying vessels that stray too close, leaving adventuring to these far lands challenging and extremely time consuming(read: pain in the fucking ass). If you have an armored transport that is fast and heavily tanked, but force players to come in under fire if they do not use a teleporter(restrict flight around the teleporters), the items will decay.
Players can fly to colonize a location and build a teleporter, with the cost being 50,000 ped TT of materials to build. This would represent 500x 100 ped deeds, with the initial founding players all getting a share of future teleport fees and teleporter maintenance fees to the location. These can be traded on an Entropia Exchange.
If you were one of the original investors, you do not pay a teleport fee if you provide 10 ped of supplies to contribute to teleporter upkeep per month. Otherwise you pay 1 ped per teleport just as everyone else must. This burns a constant amount of supplies, establishing a healthy sink.
Periodically, mobs will invade the newly established teleporters and attempt to take them offline. Players will have to re-invade the teleporter in a wave spawn style event using transports that will take active fire from flying and ground based mobs, decaying vehicles. Choke points and sea based mobs can be used to force boats to be used to invade certain strategic points, without being draconian in implementation. For those that participate, allow them the ability to pay 25 ped TT materials(for initial investors) or 50 ped TT(non initial investors)to an NPC for a 6 month pass to that teleporter in exchange for helping in its defense.
Finally, there should be a tax since we are paying Mindark large volumes of supplies in TT to construct teleporters and fees on the deeds as we trade them. This is not a tax facing us, but a tax that leads to us receiving an additional half of the amount Mindark makes during the invasion periods back as payment to the people who paid to create the teleporter in the first place. The $5,000 USD paid for the teleporter would be used to set mindark ahead to develop more content for us, with this new content being things we can grind new iron challenges and missions on which burn our ped during non-invasion times.
Now what do we do with the ped generated? Pay the defenders a wage when they pass conscription for a certain amount of time first, and when they participate in a certain amount of the overall total invasions on that planet. This sustains the job idea of our president and also provides incentive for us to participate in all aspects.
I've established a healthy system I feel, with a source and sink for each item, where all items are continually used up so new drops are always going to be needed.