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Income Adjustments Discussion

Started by Deiloche · 15/07/2009 · 11:31 AM · 127 replies · 2 reads
D DeilocheOP
NOTE: This may not happen. We still need to get Paid Staff or Stephen to implement these, as well as get the itech to work temporarily so that races may change their infra. However, we would like to do this.

Contributors: EphemeralEternity, BrokenSwordS, Deiloche, Raistlin, Omegian


MARKET LIMITS
250 minimum on all minerals
3 minimum on goods
5 maximum on goods
4 minimum on food
2500 minimum on ore
1 minimum on raw material


Viral
-Commerce modifier dropped to -95%
-Infected clusters given the ability to use industry and agriculture
-Agriculture yield on infected clusters similar to that of c.4s.
-Giving the industry modifier to the virals a number sufficient such that at 4 per unit a CG viral would make more income than an agriculture viral would make at a decent level of 9 or 10. Exact numbers not worked out yet.

With those stats that would make tax and agriculture equal in income around 13 per unit of food with industry a little behind if food were at that price. Agriculture tends to fluctuate up and down, but a fairly standard `steady` level is 9 or 10, because most taxers appreciate that type and will buy at that level, hence why the industrial mod is going to be aimed to match at that level. Industry tends to be more stable, and given that a lot of virals will be going tax and agri there should be an even higher demand for goods.


Marauder
Plunder bonus: +400% > +900%

The increase in plunder bonus there will effectively double how much plunder marauders make. This will dramatically improve their ability to play with the new ship upkeeps.


Collective
Plunder bonus: +200 > +300%
Tax mod: -50% > -10%
Goods demand: -95% > -50%

Note: Collectives would NOT have their infected clusters able to make agri. A good collective would probably do both tax and agri, with c.4s making agri and c3s doing tax.


A.Miner
Industry Efficiency: +200% > +350%

Effective 50% increase for industry for a.miners.


Terran
Industry Efficiency: 0% > 50%
Terran n00b can do all incomes.

Edited by BrokenSwordS on 2009-07-15
W WarpSpeed
"The limit change to goods @ 5 is an interesting one. For races that depend on goods for a substantial increase in profit (read: guardians) this can actually be very profitable."

The only possible profit increase will be the out of dp bonus. If what your trying to do is get more people out of DP this may work, but don`t say that buying goods for 5 can increase your profit.
S Slavyzz
You have bought 2,000 units of Ore for 0 $ !

This is what I could lose! Random free stuff XD
G Galactic}{Killer
I always thought it was Del boy...

O well, nicknames die hard :p
-GK
K Knossos
I believe it was my lack of sleep at the time that really did it for me. lol
D DeilocheOP
I`ve yet to meet a single person who pronounces my name the way I intended it, so it`s not exactly a common way of spelling something. :P Arguably, it`s not hard to read anything, but having an i and an l next to each other can be mildly confusing even if they aren`t capitals, heh.
R raven
how could someone read deiloche wrong its not that hard lol
D DeilocheOP
Some member of CC once called me Deli instead of Deil, so until they learned my real name, they all called me Deli. Some still do, lol.
K Knossos
sry for name mis-pronunciation :X
K Knossos
Points well taken Delioche.
D DeilocheOP
The minimums are to prevent abuse. Just because it might upset some people who like to cheat or catch people trying to cheat, too bad.

The limit change to goods @ 5 is an interesting one. For races that depend on goods for a substantial increase in profit (read: guardians) this can actually be very profitable. If new players bought goods @ 5, well, they wouldn`t profit unless they were out of DP, but they wouldn`t lose money either, so big deal. It would offer a change on the demand. When the supply is low goods would be occasionally available at 5 and the demand for goods at 5 would be low. Once there was enough supply to overwhelm this small demand, it would spill to 4, where the demand would be MUCH greater.

The added income to terrans, if all this goes through, is not debateable. Maraudian wants all income types to be available for terrans, the starting race, making it hard to screw up.

The boost to plunder marus is because agri marauding is a massively more profitable path right now. We want plunder marauder to be more viable, especially in light of the increasing upkeep on their ships.

U.class will NOT become infectable. EVER. End of discussion.
K Knossos
I second Starseeker`s comment also.
K Knossos
I don`t like the idea of CG virals. I feel giving A.miners the ability to produce and sell more cg`s would be sufficient enough as far as market supply is concerned; even more so if Terrans get a CG boost.

I do like the marauder idea as on slower servers you rarely see them at high pr`s anymore. Maybe not quite as extreme as 900%, but a lower percentige mix between that and higher pop rate increases might do.
I Islander
I`m only speaking on RT here, but if these changes go through as shown, Goods WILL NOT be at 5, I`d be surprised if they even sold at 4, The price will probably fall to 3 half the time ;)
S starseeker
No to all minimums. If someone wants to give stuff away, let them.

No to 5 max on goods. Almost no benefit to the buyer. Newer empires might get suckered into buying them before they learn any better.

No need to add another income source to Terran, newbies can do industry when they learn to play more if they choose a different race. Just muddles things up.
P PistolPete
I don`t understand what you are saying.
I Infernal
pete, maybe you didnt realise that guardians are basically to someone who plays right, unless considering a very skilled guard..who still has to use neutrals to make his fleet ok. that alone is balance for the guards race shiplist
P PistolPete
This is a concern i have about boosting the consumer goods production. I know consumer goods is a very valuable extra source of income for guardians. If consumer goods production is upped very much we may find useld in a situaion with overproduction, meaning guards will have this a permanent income boost. Maybe the prices on CG will even drop lower than 4. So guardians effectively are looking to get a very nice income boost, and at the same time the upkeep is lowered at their ships.
They got all their ships with extreme resist, making them hard to hit, very high build rate and potentially much better economy. Thats what worries me.
V Vader14
I understand everyone is throwing around idea`s, which I`m cool with. But I like the idea of being able to infect U class planets, that would make it more balanced. As for raising the "I`m a paying customer" flag, well the truth is that regardless what relatively minor changes are made to ships and races I`ll always be "support status" because I know this game still has great potential and I really enjoy playing :P
H Hiigarans
buy with 4, sell with 5 in dp. sell with 8 while out of dp. better idea?

1 more question i want to ask since long ago. is 1 raw produce 1 cg? or 10 cg? if 1 raw produce 1 cg, you could have a change on the formula to make raw and cg produced ratio with 1:1.
E EphemeralEternity
also there could possibly be changes that would make having cg`s more beneficial, but that`s still being thought about atm...little more than an idea
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