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Pontius123
Team: Rank: Soldier Main: The Shaft of Discipline Level: 3685 Joined: Tue Oct 07, 2008 6:45 pm Posts: 1082
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Re: Have some insights on SS economy
anilv wrote: chronos wrote: Hello,
While i was reading this topic i got an idea that this game could have its own tax system. In real life i am working in this field.
So my suggestion is that we introduce all type of taxes like wealth tax, vessel tax, corporate tax, consumption tax etc.
Personaly i think it would be interesting feature for this game.
What you peeps think? In order to be a good change, it would have to somehow improve the player experience. How do you envision this? I figure this would be a way to discourage team inactivity and provide a series of sinks for teams, scaling up against larger teams. I'm looking at this as each team has a default roster, max galaxy count, outpost count, beacon count, etc. If the team needs more, they need to pay more through team activity (building, runs, wars, etc) to support their larger empire. If they fail to pay off their fees, Earthforce starts to unown and unteam bases and accounts, which of course makes their galaxies and members more vulnerable to neighboring teams. The fees would be based on a month-to-month deal. This would replace the appropriate team skills currently in game. ./shrug
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Mon Oct 03, 2016 10:39 am |
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Chrono Warrior
Team: Rank: Officer Main: Chrono Warrior Level: 5940 Joined: Sat Feb 16, 2013 1:36 pm Posts: 328
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Re: Have some insights on SS economy
Pontius123 wrote: anilv wrote: chronos wrote: Hello,
While i was reading this topic i got an idea that this game could have its own tax system. In real life i am working in this field.
So my suggestion is that we introduce all type of taxes like wealth tax, vessel tax, corporate tax, consumption tax etc.
Personaly i think it would be interesting feature for this game.
What you peeps think? In order to be a good change, it would have to somehow improve the player experience. How do you envision this? I figure this would be a way to discourage team inactivity and provide a series of sinks for teams, scaling up against larger teams. I'm looking at this as each team has a default roster, max galaxy count, outpost count, beacon count, etc. If the team needs more, they need to pay more through team activity (building, runs, wars, etc) to support their larger empire. If they fail to pay off their fees, Earthforce starts to unown and unteam bases and accounts, which of course makes their galaxies and members more vulnerable to neighboring teams. The fees would be based on a month-to-month deal. This would replace the appropriate team skills currently in game. ./shrug Sounds a bit to complicated, and annoying... and in my opinion, having just a tax on random stuff ingame aside from the emp tax is a bad idea. If you have the game just taking money from people, it gives people less money to invest into other avenues of the game. However small the tax is, it will still take away money that could be otherwise used elsewhere. This is kind of off topic but the biggest problem I see with the SS economy is inflation, there is just so much credits out there that it causes prices to go up. The best way to get value of something in the current economy I've found is to trade goods for goods, rather than creds for goods. But I digress, the idea of a tax in this game besides the emp tax doesn't seem practical nor beneficial to the game in any way. - Chrono
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Mon Oct 03, 2016 11:31 am |
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reyjalrmm
Team: Rank: Officer Main: TheShaftofDiscipline Level: 3180 Joined: Mon Aug 09, 2010 1:28 pm Posts: 1186
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Re: Have some insights on SS economy
anilv wrote: The dev team already keeps track of this sort of thing. What value would be added by publicizing it? Makes players dream, gives them an idea of how active players are, by looking at team scores and creds being used can tell approx how much players are spending?
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Mon Oct 03, 2016 12:56 pm |
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Pontius123
Team: Rank: Soldier Main: The Shaft of Discipline Level: 3685 Joined: Tue Oct 07, 2008 6:45 pm Posts: 1082
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Re: Have some insights on SS economy
Chrono Warrior wrote: Sounds a bit to complicated, and annoying... and in my opinion, having just a tax on random stuff ingame aside from the emp tax is a bad idea. It only affects the bigger teams with the lower activity rates. A team like Zephyr, with 100 accounts, but only 5 active players, would be hit extremely hard. A team like S&P, with 40 accounts, but only 30 active players, would see no hit at all. If you want a team that's bigger than say, SRX/RF size (about 10 gals, and about 20 accounts between their members), then you get to pay the tax. Alternatively, you could fragment your team into sub-teams, like how Dark Traders, Umbrella Corp, and Blueberry Pancakes went. Of course, without an active enough team, your fragmenting could have dire results, which is why Zephyr's 10 sub-teams flopped.
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Mon Oct 03, 2016 9:04 pm |
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Antilzah
Team: Rank: Officer Main: Blizzara Level: 6660 Joined: Wed Dec 05, 2007 4:25 pm Posts: 1974 Location: Finland
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Re: Have some insights on SS economy
Docking fees were removed for a reason.
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Tue Oct 04, 2016 4:16 am |
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the white wizard14
Team: Rank: Officer Main: Solar Panel Level: 3488 Joined: Wed May 06, 2015 10:53 am Posts: 8
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Re: Have some insights on SS economy
Pontius123 wrote: anilv wrote: chronos wrote: Hello,
While i was reading this topic i got an idea that this game could have its own tax system. In real life i am working in this field.
So my suggestion is that we introduce all type of taxes like wealth tax, vessel tax, corporate tax, consumption tax etc.
Personaly i think it would be interesting feature for this game.
What you peeps think? In order to be a good change, it would have to somehow improve the player experience. How do you envision this? I figure this would be a way to discourage team inactivity and provide a series of sinks for teams, scaling up against larger teams. I'm looking at this as each team has a default roster, max galaxy count, outpost count, beacon count, etc. If the team needs more, they need to pay more through team activity (building, runs, wars, etc) to support their larger empire. If they fail to pay off their fees, Earthforce starts to unown and unteam bases and accounts, which of course makes their galaxies and members more vulnerable to neighboring teams. The fees would be based on a month-to-month deal. This would replace the appropriate team skills currently in game. ./shrug tl;dr on the posts after this This is what many MMOs do. Instead of having skills which allow them to have their own guild territory and guild possessions they just have to pay for it. This is a very effective solution
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Tue Oct 04, 2016 5:53 am |
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Pontius123
Team: Rank: Soldier Main: The Shaft of Discipline Level: 3685 Joined: Tue Oct 07, 2008 6:45 pm Posts: 1082
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Re: Have some insights on SS economy
Antilzah wrote: Docking fees were removed for a reason. Docking fees beyond the default 25 ships. If you want to dock 200 ships, have fun with the fee.
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Tue Oct 04, 2016 7:35 am |
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kwilson
Team: Rank: Officer Main: kwilson Level: 5448 Joined: Mon Apr 12, 2010 10:07 pm Posts: 105
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Re: Have some insights on SS economy
?? Docking fees to an ai base for everyone except the team that owns that galaxy ??
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Wed Oct 05, 2016 4:06 pm |
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