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About This Page About This Page: This is a discussion on Money Sinks within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Originally Posted by Anvil make it so that Pirate bases or Stations far off the beaten path charge you much more since it makes sense they'd have a harder
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Old 11-04-2007, 01:22 PM   #16 (permalink)
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Re: Money Sinks

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Originally Posted by Anvil View Post
make it so that Pirate bases or Stations far off the beaten path charge you much more since it makes sense they'd have a harder time getting it. This also reinforces the Pirate play scheme since it makes a pirates Cost of Living high but the reward for snagging a nice large cargo possibly worth it. Which right now I don't see any benefit to being a pirate (correct me if i'm wrong).
- Create a realistic Insurance program. Create a pseudo realistic Insurance company separate for each of the factions. Make these companies profitable and function how insurance functions in the real world. If you have more crashes you pay more. Certain ships should have risk factors added to them (ie - a Fighter should be more to insure than a transport (cargo aside)). And finally, this would actually reward players for good flying which after all reinforces what everyone LOVES about Jumpgate Classic... the emphasis on good flying.

1) Pirates already pay out the ass because we have no insurance. Just being a pirate is a "money sink"

2) Jumpgate Classic does have realist insurance. You launch, you land, you say at 100%, you crash, it goes down, eventually the more you PvP (or die in any way) your insurance continues to go down and down and down, and you will never get it back up.
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Old 11-04-2007, 01:26 PM   #17 (permalink)
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Re: Money Sinks

PvPers with bad insurance aren't the same players that need moneysinks.
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Old 11-04-2007, 03:22 PM   #18 (permalink)
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Re: Money Sinks

I really hope NPCs won't be producers. Miners and haulers of base commods would be fine to fill up any gaps in PC activity. An occasional rich AI hauler for the pirates, if not enough haulers/miners were traversing unreg, would be a good thing. Pirates have to be able to support themselves somehow. AI opponents if not enough PC factional enemies are available. Plus the AI escorts previously mentioned elsewhere.

Purchasing licenses or blueprints for high-end or specialty production would be a cool use of money. Same for naming rights; antique ships, special purpose ships (remember the Rangers with the AntiFlux? or the Tugs with the size 6 mining lasers? I would have LOVED to have bought the mining Tug!). Wealth should give you advantages lazier or less fortunate folks don't have beyond just having a larger bank account.

I don't want "farming" to be in Jumpgate Evolution either, but I would like to see it where hard work (long hours) or high risk effort would garner higher rewards. I don't want the game to be a complete and constant grind for credits and experience. Stock exchange/trading could be an intersting twist, along with factional banks you could get loans from or "grub stakes" for prospectors / miners / explorers. Perhaps the ability to start a company to produce something with the blueprint/license you or your squad has purchased.

IF there are enough stations in space, then POS could remain a rarity and that would be good. You shouldn't have to fly over more than a couple of sectors (5-15 minutes flight time) to reach a station of some sort where you could refuel/rearm/repair or simply change out your equipment to substitute an insight for a mining laser, or a laser rig for an ammo rig or simply to re-arm your missiles. Trading posts or caravanasaris should be available, especially on the fringes of regulated space or perhaps in unreg as well. Even pirates need a place where they won't automatically be shot out beside the old pirate stations in unreg.

I have no interest in "money sinks", what I want to see are more opportunites to do more, and different, game related things. Not eveyone can be an uber PvPer or even wants to be, but I see no reason to limit the Jumpgate experience to a "space combat simulation" only.
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Old 11-04-2007, 08:46 PM   #19 (permalink)
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Re: Money Sinks

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Originally Posted by netburnrol View Post
1) Pirates already pay out the ass because we have no insurance. Just being a pirate is a "money sink"

2) Jumpgate Classic does have realist insurance. You launch, you land, you say at 100%, you crash, it goes down, eventually the more you PvP (or die in any way) your insurance continues to go down and down and down, and you will never get it back up.
Yeah I forgot about the Pirate lack of insurance. Good point.

But I disagree that Jumpgate Classic has realistic insurance. It may respond slightly to crashing or whatnot but it still ain't realistic. I mean I've paid maybe 20,000 credits in launches over the last week. I had 2 PvP deaths and one fully loaded haul lost in that same period of time. My insurance paid me easily over 40,000,000 to replace lost gear and cargo. That's just not realistic I'm sorry. All I'm saying is the economy needs reworking so that stuff like that starts making a sense a little at least.

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Old 11-04-2007, 09:04 PM   #20 (permalink)
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Re: Money Sinks

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Originally Posted by Wild_Bill View Post
I don't want "farming" to be in Jumpgate Evolution either, but I would like to see it where hard work (long hours) or high risk effort would garner higher rewards. I don't want the game to be a complete and constant grind for credits and experience.
...
I have no interest in "money sinks", what I want to see are more opportunites to do more, and different, game related things.
This is essentially what I'm getting at. Unless they go with Jonboy's cashless society idea, making money is going to be an activity everyone particpates in to some degree. I just want more things to do with it besides equip my ship, buy POS and horde commodities for production.
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Old 11-04-2007, 10:38 PM   #21 (permalink)
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Re: Money Sinks

Anvil, you are not a good example of the insurance at work, as you said you havn't crashed that much.

Gotcha, my pirate account didn't die that much, so his insurance (assuming he wasn't bountied, hahahahahaha) was pretty good and I would get most my money back

my original account, netburnr however was a whole different story. When I first joined I was an oct factional PvPer, and the Sols would raid OP nightly, and I was stupid and just launched into death over and over and over and over, so anytime I died in net I lost a huge amount of money due to a crappy launch/land ratio.
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