Ever hop into a shower and overcorrect the hot and cold faucet too much, NQ are doing this time and time again.
NQ's logic behind introducing tile taxation is to reduce proliferation of using all tiles on any given world, considering the only tax haven will be sanctuary and space (this is rumoured to change) is there any consideration given to when this is inevitably full or that cluttered, performance becomes an extreme issue? For this to ever work and scale, inflation will continue as more desirable areas fill, scarcity will set in, inflation of t3, t4 an t5 ore and products will skyrocket, and yet more adjustments will be inbound after the damage is done. Wouldn't a more balanced taxation system be a tiered system based on the tiles properties, ore possibly mined and infrastructure on the tile? For example there are 300 Titanium tiles in existence (this is hypothetical number), the taxation cost would be based on the amount of these 300 owned, scaling accordingly. As for tier 1 and 2 as they are common, the same principal, albeit starting with an extremely low figure. You could even throw in added metrics if owned by one entity and if the tile has mining units, indy etc. This system would allow all play types, without killer taxation that defies logic and forces oversupply of the ore markets as they need to sell to make ends meat. In a nutshell, just like normal property, the less stock there is, the greater the cost, initial and ongoing (land rates etc).
Taxes are great for reducing quanta in circulation by creating a sink, but why not look at the one area that generates the imbalance and excess Q in circulation by means of the faucet, missions!
I can currently load 14+ Toons on one ship, do a trip semi afk, rinse and repeat. Since inception, missions have caused inflation to rise and will eventually need to be rebalanced to an instance system to prevent this surely unintended use. Will this happen post beta if no changes happen? probably. Over time we have seen gamers show levels of dedication beyond developers expectations. I believe this coupled with the taxation adjustment will balance the economy back out, not overcrowd sanctuary, reduce imbalance and allow for just about any play style, single miner or property mogul. Don't get me wrong, we need more types of ways to make quanta, missions are a step in the right direction, just needs to be developed more. Eve onlines missions are a good test case example.
Other Faucets of income generation that could be added could include:
Bank of NQ - Give players to invest in a particular planet, the output per capita by comparison to others determines gains (low risk, low reward)
Player and NPC bounties - No brainer, PVP zone only
Contract market for broken parts
Recycle parts back to refined ore/materials
More efficient means to bring goods to markets, they are too cluttered and broken, full of scripters and overall not pleasant. Have a shuttle courier for goods, charge a fee based on distance, players can take this contract or can be a non NPC in game flow, bring markets to life, the quanta will flow
Introduce the tile and construct sub letting options discussed in dev chats
I'm open to discussion here, I think this all makes sense and it works elsewhere. No one wants to grind, we all want the same thing, to mine, design, build and destroy. Please listen to logic, see what those before you have done and learn from those mistakes.