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Staff Interference in the Mark

Started by EphemeralEternity · 21/04/2012 · 05:44 AM · 73 replies · 2 reads
E EphemeralEternityOP
The staff have never been to keen on interfering with the market, but we`ve been half tossing around the idea to do something with it.

Now this something would have to be in the form of giving an npc resources and posting on the market.
For example....lets say if food went above 35 on normal for a day or two...the staff could give an npc x amount of food and make him post it at 28 or what ever the predetermined cost would be

the same thing could happen with minerals or what have you...

so first off we would need to discuss pro`s and cons of doing such things for example.

Pro, would be so that there could always be minerals on the market, Food could stay low enough so that tax terrans/virals could still use turns.

Con. Would be such things could only happen when staff that could perform the task were on...so if it runs out your out til then. Those who produce the resources would feel as if they`re losing potential profit.


We would also need to discuss posting prices for various servers and or limits on amounts that could be posting within a given time frame if any...

Basically any market tampering by the staff would potentially be a very volatile and fragile and would have the potential to do more harm than good.

I know this wouldn`t be a perfect solution if implemented

but for no now we could discuss it and see if it`s even worth trying.
S SystemFailure
i think grantweep brings up a very good point!!!! tax viral income is to low when you factor in base pr so we need to boost viral tax income to be more on par with Alpha Miners or fix base pr!!!
F FunkyPindaz
I very much like the idea of a NPC on the market, however I do not like the idea you posted.

My version:

Let a NPC post stuff on the market, but make it the maximum prize. This way there will always be minerals/food/goods/ore etc. It makes sure the game won`t fall dead for some players who are running low on supplies.

The reason it has to be the maximum prize is cause you won`t interfere with the market. Players can still determine their own prizes for their produced goods. And prizes will always fluctuate and balance again. If food stays high for a long time, more players go into the food business and the foodprize will lower again.

If you make a NPC post goods on the market to keep the market stabel, then your influencing the market and coming to the aid of those that want cheaper supplies to make more money. This would negatively effect those that benefit from high pricing.


So just make a NPC that makes sure that there are always supplies on the market, but when you buy it from the NPC, you will surely pay a bunch for it. Keeps the market working and no one drying out
J JJtheJetPlane
Woo three posts in a row..

Also @ omeg: maybe not anymore because the servers died, but I remember for years some tb people would be complaining constantly that food never went above 3 or something dumb like that..and given how long it can take to setup a good tb empire they didn`t want to just restart. End result? Vm. Fairly sure there was a server that barely ever had any food to begin with too but I don`t remember that quite as well
J JJtheJetPlane
@ omeg: it would entice u to go tax unless the tax mod was also reduced...which is part of the whole "less miner income" thing
J JJtheJetPlane
Gm this staff change is not based on rt...why can`t u seem to understand that..lol
G GalacticMercenaries
we have alot of food producers and we gained a few more they will only start to produce more as there empires grow
A Apollo
GalacticMercenaries
2hour(s) ago food is down to 10 food is fine


it would take backoff less then an hour to have food back to 20, if rt as a server can produce 11-13mil food per turn then food will stay @ around 10
O Omegian
@ JJ, that would seem not economically viable to me it would just entice me to go tax, not sure about others ... Also, food has normalized on most servers over the period of 2-6 weeks. So in the end I am not sure what you are basing that off of food prices wise.
S Squaks
All i hear is a bunch of greedy players that are against this. How do you expect new players to even play or stay long if the market is either completely bare or the food prices are way to high. Who would this even hurt btw if you keep food under 20 anyway, your still making a great income.
J JJtheJetPlane
And no food does not always go back to normal...pretty sure a couple of the tb servers are evidence of that.
J JJtheJetPlane
If the game had more players I`d agree gm. As it stands something needs to be done.
M MajorDinero
Yeap, food will go to normal in the end...when no one is left playing this game anymore.
G GalacticMercenaries
A.Miners are fine Dont Mess with the race incomes are yall not-smart yall are changing the subject of this form People will quit left and right if u start messing with the incomes Theres no problem with the income mods or it would have been changed long long ago food goes back to normal en the end stop crying
J JJtheJetPlane
Rather than increasing ship mineral requirements (which could and probably would unbalance a few races` incomes), decreasing the mineral mod would only change miners and so would be easier to balance.
O Omegian
I believe in a few things in this post, something that was mentiond long ago. Make Commercial for all races be pointless or only good for terrans, otherwise make virals have to go tax by increasin their tax mod to compensate the difference between tax miner and tax viral. At the moment its not-smart to be tax viral just because of the income difference. Basically, the way I see it, each race should have 1-2 economical options, however, the 2nd option for most is ... annoying. I mean most marus/collectives now should be agri, if not they are killing their economy TB wise since the player base has decreased. Terrans going commercial are alright, but if they hoarde, they start to lose their income per turn value versus a food producer in "most" cases.

As for Black Market concerns, i dislike having interference in it, as it means a player should play as an aminer for feeding the market reason, part of the supply/demand in this game. If you interfere, why would I play mineral miner then when I can just play tax miner and be richer tan all get out. It isn`t the mods that make the difference, the problem is the demand for minerals is not there once you flood it once or twice. You would need to increase the mineral requirements by ships by 2-3x to keep up with the mineral supply from a few mineral miners. Attack it from what could keep mineral miners enticing than try to play god with the market some.

I like the idea EE, I just prefer attacking it from a different direction. Work with what you have, change racial mods, ship requirements, which would force a player to start playing mineral miner. The food market is a volatile at times, but I see it over time goes back to the average.
J JJtheJetPlane
To make myself even more clear, this is what I`m talking about

"EE was talking about decreasing the tax mod for miners guys, which is why I commented. Currently the base PR system is fair. But it wouldn`t be if what EEs suggestion is all."

How would the base pr system not be fair if the miner tax mod was reduced
G grantweep
You just answered your own question JJ
J JJtheJetPlane
I`m aware...i was comparing a tax miner to tax viral to tax terran to tax w/e else in order to ask you how is it unfair to a tax miner (relative to base pr as u said) to lower their per turn pop. I`m not comparing a tax empire to an agri empire because like ren already said: tracers have that base pr because they almost always make more money.
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