Home Register FAQ Members List Calendar Game Links Gallery
Go Back   Joystick Required Forums > Jumpgate Evolution Forums > Jumpgate Evolution Suggestions and Ideas
About This Page About This Page: This is a discussion on Player Economy within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. This is a suggestion of making the player-based economy in Jumpgate, especially the expansion of such economy, more player-driven. This idea completely throws out the concept of reliance
Welcome to Joystick Required! Membership is easy and its free! And membership removes this giant ad space.

Reply
 
LinkBack Thread Tools

Old 06-27-2007, 04:37 PM   #1 (permalink)
Member
 
Join Date: Jun 2007
Posts: 108
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Nanaki is on a distinguished road
Player Economy

This is a suggestion of making the player-based economy in Jumpgate, especially the expansion of such economy, more player-driven.

This idea completely throws out the concept of reliance on 'GM-issued' Faction Missions to construct buildings. Instead, players will be able to purchase, and deploy buildings of their own. Players must be of a certain rank to 'purchase' buildings for deployment, and deployed buildings must be completed.

If I have the proper cash, rank, and resources, I will be able to purchase a Deployable Building kit from, say, Solrain station. Tooling Centers, Custom Producers, and Naval Yards require that you must be in the same sector as the Station that those buildings will be linked to.

You also get to select the commodity, ship, or component that a Building will provide. Therefore, if there is a shortage of Duelists, the Octavian Empire can build a Custom Producer at Octavius Core that manufactures Duelists. Owners of buildings should be able to configure their buildings, specifically charging others in order to use the building's services.
Nanaki is offline   Reply With Quote
Sponsored Links


Old 06-27-2007, 04:42 PM   #2 (permalink)
Member
 
Karash's Avatar
 
Pilot Name: Karash
Faction: Octavius
Joystick: Saitek x52
Join Date: Jun 2007
Location: Eve Online
Posts: 396
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Karash is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Karash<!-- google_ad_section_end --> is a Octavius pilot
Re: Player Economy

A player run economy is always driven by profit. If ND makes sure they have proper profit making economic activities in place, the game will be humming along quite nicely. But Profit must equal Effort. There lies the balancing job.
Karash is offline   Reply With Quote

Old 06-27-2007, 04:54 PM   #3 (permalink)
Member
 
Injustice's Avatar
 
Pilot Name: Injustice
Faction: Pirate
Joystick: Some POS Logitech because my FF2 broke
Join Date: May 2007
Location: 29 Palms, CA
Posts: 629
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Injustice is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Injustice<!-- google_ad_section_end --> is a Octavius pilot
Re: Player Economy

I also understood it that the general opinion was we should be doing away with player owned stations? Allowing players to own CP's and naval yards in station sectors seems like a step in the wrong direction.
__________________

Get Yours Today!
"Will you call me Big Radar Southpaw like you used to?"
Injustice is offline   Reply With Quote

Old 06-27-2007, 05:00 PM   #4 (permalink)
Member
 
Join Date: Jun 2007
Posts: 108
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Nanaki is on a distinguished road
Re: Player Economy

The difference between player-owned stations and buildings is that the former was used as a indestructable 'home away from home', while the other is used for economic and production reasons. I never remember POSes being able to manufacture their own commodities, or ships. As far as I can tell, POSes in their current form provided -nothing- to the economy.

You could add an additional rule that Solrain Shipyards can only be built in Solrain station sectors, Octavian Shipyards in only Octavian station sectors, etc.
Nanaki is offline   Reply With Quote

Old 06-28-2007, 09:23 AM   #5 (permalink)
Member
 
Injustice's Avatar
 
Pilot Name: Injustice
Faction: Pirate
Joystick: Some POS Logitech because my FF2 broke
Join Date: May 2007
Location: 29 Palms, CA
Posts: 629
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Injustice is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Injustice<!-- google_ad_section_end --> is a Octavius pilot
Re: Player Economy

The concept would give unique advantages to individual players, so I'm against it. Plus it would probably clutter the hell out of station sectors, as if it wasn't bad enough already.
Injustice is offline   Reply With Quote

Old 06-28-2007, 09:34 AM   #6 (permalink)
Member
 
Pilot Name: Elmdor
Faction: Quantar
Joystick: Microsoft FF2
Join Date: Nov 2004
Posts: 279
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Elmdor is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Elmdor<!-- google_ad_section_end --> is a Quantar pilot
Re: Player Economy

I'd much prefer that players could lease CPs, nanos, navals, and make profit of anything constructed using that building. Lease time would max at like 1 week ro something, and leasing would cost some percentage of the total credits in circulation to make sure the price never got too low.
__________________
<Delphince> I stopped caring about matter farms the day I realized masterbation was an exploit
Elmdor is offline   Reply With Quote

Old 06-28-2007, 09:51 AM   #7 (permalink)
Member
 
Injustice's Avatar
 
Pilot Name: Injustice
Faction: Pirate
Joystick: Some POS Logitech because my FF2 broke
Join Date: May 2007
Location: 29 Palms, CA
Posts: 629
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Injustice is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Injustice<!-- google_ad_section_end --> is a Octavius pilot
Re: Player Economy

Quote:
Originally Posted by Elmdor View Post
I'd much prefer that players could lease CPs, nanos, navals, and make profit of anything constructed using that building. Lease time would max at like 1 week ro something, and leasing would cost some percentage of the total credits in circulation to make sure the price never got too low.
This idea works better IMO. No single player could monopolize on, say, FF production. And it negates the chance of some jerk building a CP directly between QC and the Omni IV gate.
Injustice is offline   Reply With Quote

Old 06-28-2007, 10:29 AM   #8 (permalink)
Member
 
Join Date: Jun 2007
Posts: 108
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Nanaki is on a distinguished road
Re: Player Economy

Quote:
This idea works better IMO. No single player could monopolize on, say, FF production. And it negates the chance of some jerk building a CP directly between QC and the Omni IV gate.
So blow it up.

My intention here, is to allow players to build and rebuild manufacturing facilities as demand grows and changes. Blowing up a manufacturing facility shouldnt require a GM to 'plop' another one down, unless manufacturing facilities are indestructable or rebuildable without GM assistance (I was never sure, but from what I gathered, players have destroyed them before).

At the same time, building buildings should require the insane amount of resources that they do now. It shouldnt be 'Buy, plop down, and you have a brand new building'.
Nanaki is offline   Reply With Quote

Old 06-28-2007, 11:35 AM   #9 (permalink)
Member
 
Injustice's Avatar
 
Pilot Name: Injustice
Faction: Pirate
Joystick: Some POS Logitech because my FF2 broke
Join Date: May 2007
Location: 29 Palms, CA
Posts: 629
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Injustice is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Injustice<!-- google_ad_section_end --> is a Octavius pilot
Re: Player Economy

Quote:
Originally Posted by Nanaki View Post
So blow it up.

My intention here, is to allow players to build and rebuild manufacturing facilities as demand grows and changes. Blowing up a manufacturing facility shouldnt require a GM to 'plop' another one down, unless manufacturing facilities are indestructable or rebuildable without GM assistance (I was never sure, but from what I gathered, players have destroyed them before).

At the same time, building buildings should require the insane amount of resources that they do now. It shouldnt be 'Buy, plop down, and you have a brand new building'.
Players have never destroyed a faction station directly, that was all done via role-play. On top of that, having a single player run what amounts to an FM to build a factory for, say, knockers, so he can get a cut off the top whenever one is bought from that station, aside from being extremely tedious, would again (this is going back to that whole fairness discussion) give that player an unbalanced advantage.
Injustice is offline   Reply With Quote

Old 06-28-2007, 11:38 AM   #10 (permalink)
Member
 
xerout's Avatar
 
Pilot Name: Xerout
Joystick: sidewinder
Join Date: Aug 2004
Location: USA
Posts: 100
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
xerout is on a distinguished road
Re: Player Economy

Whatever happens...there needs to be enough kit in Jumpgate Evolution so that the task of outfitting a ship is not the ugly hunt for supplies it became after EPII. Make good profit hauling runs (without the insane profits from things like farming) for people..make mining profitable too....perhaps even make special high end items require more player interaction (mine+custom producers) to produce but don't make getting kit hard work. Most of the people that I know that left Jumpgate Classic after EPII left because they just got tired of trying to hunt around the galaxy for very scarce supplies.

Xerout
xerout is offline   Reply With Quote

Old 06-28-2007, 03:13 PM   #11 (permalink)
Member
 
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 808
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Wild_Bill is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Wild_Bill<!-- google_ad_section_end --> is a Octavius pilot
Re: Player Economy

What about player owned Corporations? Several players or even squads of players pool their resources and buy into a Corporation to build..oh, say Duelists. These would use Station style ratios of materials, not the simplistic CP's 1-1. They could also use blueprints bought or obtained from DSS searches. You could have research Corporations. Then they do pretty much what Nanaki suggested. Or perhaps players could buy stocks in said Corporation? Banks or Credit Unions are another possibility if we are discussing player driven economy.

Let's not limit it to building Factories either. Perhaps it could be used to finance and build Independent Stations with R/R/R and the market/ storage/ hanger space currently provided by POSs. This would have to be much greater than a "Squad Owned Station". Something along the lines of a Caravansary but with Private Markets as well as Public Markets with the profits, if any, from both sale, rental, RRR and docking fees going to the Corporation. Corporation owned Independent Ore Depots could store miners' ore as well as provide a place to buy/sell the ore. Again, all with a profit motive. No experience given by the independents. They could even be made capturable or damageable, although I don't personally favor that idea.
Wild_Bill is offline   Reply With Quote

Old 06-28-2007, 03:17 PM   #12 (permalink)
Member
 
Injustice's Avatar
 
Pilot Name: Injustice
Faction: Pirate
Joystick: Some POS Logitech because my FF2 broke
Join Date: May 2007
Location: 29 Palms, CA
Posts: 629
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Injustice is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Injustice<!-- google_ad_section_end --> is a Octavius pilot
Re: Player Economy

Investors playing the stock market... Now THAT'S a novel idea for an MMO.
Injustice is offline   Reply With Quote

Old 06-28-2007, 04:17 PM   #13 (permalink)
Cadet
 
Dedsquirrl's Avatar
 
Pilot Name: Dedsquirrl
Joystick: Cyborg
Join Date: Jun 2007
Location: Pensacola
Posts: 31
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
Dedsquirrl is on a distinguished road