Ive felt out the following with a few players, and with BW, but before I put in too much work beyond idea, I want to feel it out with you.
The Collective in its current state is hard pressed to be more than a bottom feeder, especially on RT. The only real income path is Agri, and that is directly due to there being so few players to attack, and not many have the time to devote to constant vigilance.
So... as we are slowly working towards rebalancing economies across GC, and I prefer to focus on RT as TB is its own dynamic, I propose the following income paths for Collective:
1) Tax Plunder. I propose increasing the plunder mod to +350% - 500%. This will allow plunder to be more profitable and maximize the 2x pop benefit Collective enjoys. I would also raise the tax mod to -25% or even 0% to enable tax as an additional income path, or at least a supplemental one. This works well with the recent upgrade to coll and viral cluster mods.
2) Income from ships. We all know collectives enjoy the thrill of capturing ships in battle. That thrill fades once they see how fast their bank accounts run dry when they build out some stacks to support a huge spam of Herc they captured... Well, what if they made money off those Hercs?
Lets say that coll has captured 10mil pr of Hercules. That upkeep is around $9.5mil per turn. Instead of the coll paying that, the coll would receive that as income. Lets say for balance reasons that its roughly 60%. Instead of paying $9.5mil per turn in upkeep of those hercs, they would earn $5.6mil per turn instead. Meaning that the coll could benefit from lower costs of fighting at higher prs simply by keeping captured ships in their fleet.
I would suggest that raw mats be used to upkeep the captured ships.
Some thoughts...Make Coll great again.
~Asmo
A
AsmodeanOP