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Showing results for tags 'econonmy'.
In order to build trust between actors, NQ intends to add a 5-star rating system, but a rating system like this can be abused as well. I can give a player a poor rating and impact their ability to play the game regardless of their performance with respect to the mission itself. However, there are ways to formally rate a player's mission performance. NQ should have the ability to track when or whether certain mission-related events occur. (I am focusing on hauling missions here, but the principle of formal performance metrics is not limited to this scope) A few possible metrics for mission performance: Was the mission completed successfully? How quickly was the mission completed? (Could be elapsed time or presented as a percentage of the total time allotted) If the mission failed, why? Package was destroyed Package was opened by the player <-- MOST IMPORTANT The mission timed out The destination container was destroyed Any mission system should have some sort of indication of whether or not a mission failed because the hauler opened the package before delivery. The most important information to the player writing a hauling mission is whether or not the hauler will just steal the freight. Formal detail can be included in the rating system fairly easily, and it allows for a greater degree of trust between actors than would otherwise be possible, increasing the proportion of players who are willing to create missions and lowering the necessary collateral. Addendum: There are two major purposes to a rating system: To establish trust / penalize/disqualify untrustworthy players (e.g. did the player steal the payload) To distinguish performance between trustworthy players (e.g. how quickly a haul was delivered) Ideally, the rating system would segregate these two objectives. There is a problem when a player is rated poorly because they took a long time to respond to messages or perhaps they were rude in communications, but when another mission writer sees this bad review, he wrongly presumes the hauler is not trustworthy.
Current schematics mechanics is pretty much economical black hole which destroys economy as it is instead of reinvigorating it. Currency in economy should flow and not think into black hole, in order to keep economy itself working. Also, schematics themselves also need to become source of income for players, they shouldn't be just dumped onto market via NPC. My idea is to introduce a Schematics Printer that follows these principles: 1) Players can craft T1 Schematics Printer via Nanoforge. 2) T1 Schematics Printer can print any T1 schematics + schematics of T2 Schematics Printer. 3) T2 Schematics Printer can be produced in T1 Medium Assembly, T3 → T2, T4 → T3 and T5 → T4. 4) Schematics Printer is a very long term industry unit. Printing schematics with it should be slow, but reasonable. 5) For example: T1 Schematics takes 24h to print, T2 → 48h, T3 → 96h, T4 → 192h and T5 → 384h. 6) T1 Schematics Printer should not require any talent to use, but T2 should require Lv.1 talent, T3 → Lv.2 & etc. 7) Obviously, Schematics Printer shouldn't require any schematics to print schematics. Time is the cost here.
After giving the most recent Kickstarter update video a listen, I got a nice little nugget of info. ~Blueprints will not be wiped between Alpha, Beta, and the Release. This gives a tangible advantage to players at the gold level and higher, as the time they spend building (and helping test for that matter) the voxel system, ship building, and base building will get to carry-over all of their blueprints and potentially have an economic advantage at game launch. While other players are trying to develop ships from scratch or working off of the start ships, Alpha/Beta players will already have designs with a slick uniform look and possibly so will their respective org. Despite not having access to all launch features, this makes ORG play viable at least in Beta to acquire an advantage for main release. Does this provide an unfair advantage to Alpha/Beta players? An advantage sure, however our characters probably won't get to keep the levels we had to gain to make those builds possible. When the wipe hits after beta and before main launch, every other tangible resource will still be an obstacle for players who have a bank of blueprints from the previous versions. I for one will try to flex my Alpha and Beta muscles with the Alchemists to get a head start on builds! Pretty neat eh? I'd HIGHLY recommend upping those pledges to at least gold at this point if you haven't already