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Member
Join Date: Jun 2007
Posts: 108
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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. |
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Member
Join Date: Jun 2007
Posts: 108
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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. |
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Member
Pilot Name: Elmdor
Faction: Quantar
Joystick: Microsoft FF2
Join Date: Nov 2004
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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.
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__________________
<Delphince> I stopped caring about matter farms the day I realized masterbation was an exploit |
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Re: Player Economy
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Member
Join Date: Jun 2007
Posts: 108
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Re: Player Economy
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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'. |
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Re: Player Economy
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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 |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
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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. |
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