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February 22, 2014 at 10:25 pm #23680
So… a brief overview of the economics in game first. This is how it stands now, as I see it.
Engineering clans:
– Revenue from shops/sales
– Cargo runningFor engineering clans this system seems to work, for the most part. As we’ve seen time and time again if an engineering company maintains their shops and has an active playerbase there usually isn’t a huge issue gathering credits. It makes sense for them to run cargo when they need the extra revenue because that is what they do — trade. Given that I typically do not join engineering clans I’m open to criticism on this, and feel free to tell me off. But from what I’ve seen, credits never seem to be a -huge- issue and I feel like the revenue system for them is as it should be.
Government clans:
– Revenue from shops/sales (this option isn’t always utilized)
– Cargo running
– Taxes from pawn shops (this is a hugely insignificant amount of credits, not even really worth mentioning)Government clans essentially have the same options as engineering clans, so the mighty Empire or Republic has to scrounge their funds by sending their Navies to run cargo for an ungodly amount of time (trust me on this one, and anyone else who runs cargo), or they can open up engineering shops, which rarely compare to those run by the engineering companies, mostly due to the fact that said companies focus on developing equipment that yields better results while major clans develop other stuff (big ships, clan eq, etc). So while shops are an option, they are a weak and typically non-profitable one (no offense to major clan shop stockers, its just the facts). Like I said before, the pawn shop taxes aren’t even worth mentioning. It’s a hugely minuscule amount of revenue.
Now, what I think we should do.
Personally, I believe government clans should receive a weekly or biweekly stipend based on how many planets they have, and each planet should hold a different value. Coruscant, for instance, would be more profitable than Tatooine. The values of the planets would be set by the IMMs and if this isn’t codely viable then I believe it should be done manually. The job, the only job, of the major clans is to create RP for the rest of the mud. Instead of doing this we have people laboring away on alts running cargo. In the last era the major clan often had to halt its developments just to allow time for people to regenerate the funds by running cargo.
That being said, run cargo if you want. I just feel like clans that govern a planet deserve something in return for it. Not to mention the effect this would have on warfare. When planets suddenly have a monetary value and it varies from planet to planet there is suddenly incentive to take and hold one planet over another.
Just a thought. I know many of you will have a differing opinion on this, and I’m open to your criticism.
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February 22, 2014 at 10:29 pm #23681
After reading this again I feel like if there is a way to code this a daily profit would be better, especially in the case of warfare. The profit would obviously be small, but a daily credit flow would be best.
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February 23, 2014 at 12:36 am #23683
We already have a tax system coded in, and it sounds like majors get the tax profits off of pawn shops. Why just that though? Wouldn’t it be easy to allow for majors to gain revenue from all sales on their worlds? That would make the whole tax system more legitimate in my eyes. Not sure how many credits are flowing around daily on all the worlds. If it was making major clans too rich then maybe a percentage of the tax would go to them that would be decided by the imms.
Best example I can think of is Federal and State taxes. The Empire and Coruscant will be our example IG.
Coruscant’s tax is 18%. If the imms decided clans got 5% that would be the Federal part with Empire getting that, the remaining 13% would be the state part that just vaporizes as it does currently.
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February 23, 2014 at 12:38 am #23684
This gives majors the daily revenue paco mentioned and it sounds like the code is already halfway in place. Feel free to throw your hate now.
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February 23, 2014 at 9:55 am #23685
I kind of like the idea of tacking a value on planets. I think it would pull our warfare into something a little more like Empire at War.
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February 23, 2014 at 12:38 pm #23687
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Lol @Oteri, I was thinking about exactly that when I suggested the planetary value thing. 🙂
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February 23, 2014 at 12:47 pm #23689
This is going to sound like some sort of political advert, but if this system results in too much revenue I -will- raise clan wages and distribute the wealth!
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February 23, 2014 at 2:04 pm #23690
You know you get tax off of player shops too, right? You actually get double tax because the code applies it twice 🙁
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February 23, 2014 at 5:00 pm #23693
Ooh. I see that now. I still stand by my planetary value thing, though. I think it’d be a cool addition if it is possible to add it in.
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February 28, 2014 at 7:07 am #23731
http://www.legendsofthejedi.com/forums/topic/clan-taxes-rea-life-and-balancing-rolled-into-one/
A few good points for you all to know, cargo taxes only effect the planet’s ability to regenerate funds for next tick, it also places the taxes in the planet coffers immediately. Yet it’s primary function is to set the tax income stat which in turn regulates planetary regeneration. I proposed a secondary tax stat to remove such as the double tax issue gathorn stated. Since player shops would be assigned the same as pawnshops to a smaller tax % scale. Giving clans % based earnings on cargo to stores. It also gave some interesting changes to warfare. Such as increasing fuel prices for none clan ships. Warring especially. To creating the fact running a shop while part of a government, could get you taxed twice. By your government and the government that controls the world. Just look into that thread Paco.
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February 28, 2014 at 7:12 am #23732
I had just brought up a rather in depth idea about this last year or the year before, since I was a government clan leader before and after it if I do recall. Was not even so much for my benefit. I just had seen the issue time and time again.
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