Legends of the Jedi Forums The Brainstormtorium Making credits for the greater good! (clans)

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This topic has 18 replies, 9 voices, and was last updated 15 years, 7 months ago by Osric.
Viewing 15 posts - 1 through 15 (of 19 total)
    • Muddledde Member
      November 6, 2010 at 3:54 pm #1588

      I would like suggest an easier way for clans to make money. Mainly the ones that don’t have a way of making money other then cargo hauling, and cargo hauling is a pain in the ass.

      Now for my suggestions…I don’t really have one?

      Possibly offer a "factory" command that allows clans to gain money per tick, or hour, or day, or whatever. Have the factories upgradable to help produce more credits each ‘turn’.

      This could also give diplomats more to do. They could help control the flow of the economics for the factories, highs and lows.

      This isn’t a straight solution for clans to make credits, but something to help them keep credits rolling while people are asleep, or the clan is small.

    • Kirash Participant
      November 6, 2010 at 7:33 pm #15946

      I concur. While I’m not entirely sure what could be done to help to improve cash flow for a clan, credit donation from services or cargo hauling sometimes just isn’t enough.

    • chuckinator Member
      November 6, 2010 at 9:45 pm #15947

      Ehhh… I don’t like the idea of clans making money without lifting a finger. It’s bad enough that governments do it with tax money.

      Quit being lazy and get your clannies to work.

    • Kirash Participant
      November 7, 2010 at 6:22 am #15955

      Who says they aren’t lifting a finger? I’m suggesting that there be other ways for clans to make money besides selling stuff and cargo hauling. Not all clans do that you know.

    • Anna Member
      November 7, 2010 at 7:17 am #15959

      Phase two of the shift-to-questing plan includes a credit split on cash payouts. Some of the money would be pocketed by the person, some would go to the clan if the player is in one.

      Working out the logistics has proven to be challenging at the least, but we’ll get there.

    • Muddledde Member
      November 7, 2010 at 6:31 pm #15976

      I read your post. Stuff like that would be pretty cool. I find it irritating that I have to fly to Coruscant just to find out that the pawn shop there won’t be my stuff. I prefer to have the pawn shop on my planet tell me.

      The thought I had in mind is something that most people can’t actually do anything with. The factory producing a product "off scene." Then it is sold "off scene" and the clan makes some profit. Having all of your people running cargo or collecting stuff from Nal Hutta gets very boring and repetitive and kills game play and rp time.

      The factories (or source of income) can be upgraded or more can be bought. Spaceports, mines, refineries, etc.

      This could extend into other things as well. Barracks to have more troopers or of better quality. The factories might even be able to help engineers build stuff faster, if you wanted to go that far.

    • chuckinator Member
      November 12, 2010 at 10:45 pm #16044
      "chuckinator":vhf1knr1 wrote:
      Ehhh… I don’t like the idea of clans making money without lifting a finger. It’s bad enough that governments do it with tax money.

      Quit being lazy and get your clannies to work.[/quote:vhf1knr1]

      Eh, this is just my usually cantankerous bastard response, but governments (not eng. clans or service orgs!) do need some additional means of getting their hands on cash beyond member donations. Tie it to planetary support and tax rates some how, maybe. It’s ridiculous that your government can only survive on taxes (which only taxing player activity isn’t exactly representative of all the other activity that would be going on behind the scenes) or donations.

      While on one hand, I don’t want diplomacy to turn into a giant game of simcity or such where players just want their clan’s bank account increase exponentially, I would want something that requires player input and maintenance and thought to keep some system like this ticking.

    • Avanga Member
      November 12, 2010 at 11:32 pm #16046

      There’s nothing wrong with giving diplos something fun to do but the quick and easy solution is to add a couple of zeros to the amounts that planets generate for clans.

    • Muddledde Member
      November 12, 2010 at 11:35 pm #16047

      I wouldn’t mind playing a diplo. I think it would be nice to hope on and watch the planetary stock exchange once a day. Adjust taxes, try to appease the populace. Open/close trade routes. I think the most action seen in this game comes from combats and engineers. Pilots when there is a war or they have the patience to hunter for pirates.

    • Drel Member
      November 13, 2010 at 5:20 pm #16070
      "Avanga":ndigt4gx wrote:
      There’s nothing wrong with giving diplos something fun to do but the quick and easy solution is to add a couple of zeros to the amounts that planets generate for clans.[/quote:ndigt4gx]
      Agreed. Planets, as they stand now, are good for only one thing: refueling capitals. You can be just as powerful with 1 planet as with an entire galaxy, which makes no sense. The amount of planets a clan controls should determine a lot.

      That, and bring back some variation of the planetgame.

    • Andvari Participant
      November 13, 2010 at 8:39 pm #16073

      Do trade routes and taxes not fund governments much anymore?

    • Corey Participant
      November 13, 2010 at 8:41 pm #16074
      "Andvari":2exq6aes wrote:
      Do trade routes and taxes not fund governments much anymore?[/quote:2exq6aes]

      I think people kept telling themselves cargo running wasn’t making money (which it could be argued it wasn’t the best time:credit ratio for a while). But I think with adjusted trade routes, you’ll see this take off more.

    • Avanga Member
      November 13, 2010 at 8:44 pm #16075

      Cargo is good sometimes, but while a war is going? Unlikely. Planets don’t seem to generate a whole ton of revenue right now, either, even if they’re manned by a competant diplo.

    • Corey Participant
      November 13, 2010 at 8:50 pm #16076

      Just out of curiosity, whats the highest tax rate you guys have seen on a planet? And by that, I don’t mean "opps the person screwed up and quickly change it" but the planet remained at a high rate for a while? One of the biggest issues that I have with taxes in game is that it only affects 2 things: Cargo running and player owned shops. What about all the items bought at NPC shops? Why when I buy something for 1200 credits, and the tax rate is 20%, am I not playing 1440? (or whatever it would be cause my math sucks). I get that player owned shops tax the shop owner and not the buyer, but since you can’t tax an NPC, how come NPC shops don’t charge the purchasing player the set taxes? How come fuel for your ship isn’t taxed (and don’t get me started on how cheap fuel is)?

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