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Income Adjustments Discussion

Started by Deiloche · 15/07/2009 · 11:31 AM · 127 replies · 5 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
R Raistilin
" If that is too imbalanced, then leave it alone. " Yeah... because if things are imbalanced , we should just let it go on and on and on.... *ponders*
D Donster
Why do you have to cut commerce on Virals? Just make the other changes you suggest, people can then choose which way they want to go when they START the race. If that is too imbalanced, then leave it alone. Changing ships is one thing (and I support it even though I liked those Angels), but this type of change midstream on existing players is not welcome, regardless of whether it is supposed to be an "hard" race.

It doesn`t matter if infra levels are transferred. This is not what I signed up for nor what I have been paying for over the past how many years.
R raven
terran is on easy difficulty so they should be easy lol
S Slavyzz
When I first started playing waaaaaaaay back when I put 20 levels into industry trying to make positive goods. Needless to say that after a long while (and about 40 levels into commercial) I restarted (this was on the fast server). But I learned how important it is to map out your economy beforehand, in other words I learned :P. I don`t think we should make terran too easy :S
R Raistilin
The indust mod is for new players. That way they don`t screw up and ruin their empire the first time. It will also help with the market shortage.
R raven
i like all the ideas besides the industry for terran unless your independent terran who has infra in everything
G GradualIncline
not after all the time I`ve been my empire I couldn`t :P
D DeilocheOP
A guy could reset too if he really wants to change that badly, heh.
G GradualIncline
:( that`s what I figured, but hey, a guy can hope can`t he? :P
D DeilocheOP
Itech will only be used for races losing an income stream, not for races gaining them. Read: only virals.
G GradualIncline
As long as you don`t do anything scary to my A-miners, I`ll be happy :P wouldn`t mind an itech too, I`ve wanted to change my infra levels for years. I`d even be willing to completely redo them, and start with no infra levels right now, were there anyone around who would and could do it for me.
BrokenSwordS
Vader14

the idea would be that virals would lose commerical income path and gain industry and the agriculture path would be balanced

commercial is a path which should be allowed for terrans only as said in the thread.. virals having it really makes no sense.. and if these changes are done obviously you would be allowed to change your infrastructure *also said in the thread*

but anyway.. your suggestion basically turns them into a overpowered version of terrans.. and makes virals alot easier then they should be... which is the opposite of what our goals would be..
D DeilocheOP
Comm is too easy, as you yourself just pointed out. That is my point. At least putting some uncertainty into virals.
V Vader14
Sorry Deiloche, But I have to disagree with you on this one. I`m not against an agri Viral but comm seems to be working quite well for me now. I like being more independent of the market instead of relying on it to make money. Instead of lowering comm to -95% like you suggest I would prefer that comm be raised to +0% like a Terran. Just the same with agri and make it +0% so in turn you would have the same choice of being either a commercial or an agricultural Viral. And make plundering of colonies +0% instead of -99% which absolutely makes no sense to me. You could also keep tax on population right at +20% where it belongs. This is just my personal opinion. Thanks
D DraconianParadise
Viral - Are you not effectively limiting Virals to solitary income streams which clash with other races ?

A.Miner - I think this should be reminiscent of mineral production, make it an incredibly profitable thing for miners to do, and also to feed the general market

Terran - Arguably with a proper manual for newbs , what is the point ? Possibly increase Agri by 5% ?

Maru - Cool =-) I`d be picky and say +999%

Coll- Ind..... why ? seriously I would personally increase Agri yield considerably and why can`t they use c-2`s and c-3`s, the incoem stream is limited enough as it is, as a plundering race still makes much more sense to be Maru adding a small margin for plunders makes little difference..
D DeilocheOP
Unfortunately, that is not going to happen.
H hybridrevolution
I agree with what Archaeoptyrex said about boosting population growth for marauders, this way plundering costs less turns and more importantly, less food
O Omegian
Tauren
2hour(s) ago Viral
-Commerce modifier dropped to -95%

i am 50 tax/50 commerce what a hell leave the commerce as it is.. i am poor as it is!!! [Endquote]

.... that explains alot
D DeilocheOP
Learn to read before you complain tauren.
T Tauren
Viral
-Commerce modifier dropped to -95%

i am 50 tax/50 commerce what a hell leave the commerce as it is.. i am poor as it is!!!
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