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LeineDearg

Organization Resource Tokens

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My idea is to allow an organization to use Resource Tokens to pay it's members for helping the organization to grow. Basically the organization is in need of a large amount of resources, or a service, so the organization issues a quest(s) for parts of what ever good or service.  Instead of paying in currency, the organization pays out in these resource tokens. 

 

First off this similar ideas have been mentioned in different ways in the forums.  While there may be more, I wanted to make sure to link at least the ones that I have found already.

     An example of Stocks https://board.dualthegame.com/index.php?/topic/14142-physical-financial-securities/&tab=comments#comment-95277

     Example of player created resource tokens http:// https://board.dualthegame.com/index.php?/topic/607-resource-tokens-for-player-item-trading/&tab=comments#comment-4271

 

 

Second A Scenario

A new organization needs resources (lets say 10,000 units of iron) to get off the ground. However, being new this group, lets call it Orbit... I am really bad at naming things and the gum is sitting in front of me right now ok!.. don't judge me...  Anyways, Orbit  does not have enough money to pay its members for a quest. Also Orbit wants to keep track of who actually does the must work for the Organization to award those members later. So Orbit starts a quest for its members that pays out 100 "Orbit Resource Tokens"  for every 100 units of iron that is delivered. The players that does the most work get the most Orbit Resource Tokens.  

 

Some time has past and Orbit gets access to extra fuel. There is not enough fuel to give out to every member, so the group sells 'X' units of fuel for 'Y' number of  Orbit Resource Tokens. Again the player that has the most Orbit Resource Tokens can purchase the most fuel.

 

 

Basics:

The way it works is that every organization has access to a specific amount of resource tokens. For example Orbit as a new Organization has access to 100,000 resource tokens that it can issue out for quests in place of in game currency or objects.

 

The value for these tokens depends on what ever the organization is willing  to assign them. So it could be everything from nothing to a one time prize of 1 DAC.

 

Some thoughts on these tokens:

  • Each organization only has access to a limited number of tokens
  • Number of tokens can be scaled based on Organization size or some sort of leveling system
  • The intended way for an organization to get bask the tokens through either a trade, the barter system, or a quest
  • Tokens can only be set up to trade to other members or allies of the Organization
    • This includes trading between players in the same organization that does not involve a quest
  • Either Tokens are non physical item to prevent theft from PK, or
    • any tokens not in a current member's inventory after 14 days are automatically refunded back to the organization
  • A player leaving the organization would automatically see  their stored tokens refunded  back to the organization after 7 days 
    • This time frame could be changed by the founder, or their designee player in charge of tokens (token master, quest master, Mister Fred)... did I mention that I am bad at naming things
  • No in game requirement for a Organization to use tokens
  • No in game requirement for a Organization to pay players back for tokens
  • No in game requirement  for a Organization member to give back any tokens
  • More Tokens cannot be made by the organization

 

That is pretty much it. I thought that I would share my idea and did not spend a lot of time to see anybody better at naming things already shared it in the forums. If I missed a discussion I apologize. 

 

 

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That seems like a lot of development time spent, when you don't need all that.  If an organization needs some Quanta, or ore to get off the ground.  Just come talk to me.  I give loans at 5 points a week.  Way easier than making some complicated system.

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I take your meaning on development time. If something like this was to be implemented it would probably not make in to the game unless it was cherry picked in beta development.

Some of the features would already be present in the game already which would make things easier to set up. 

  • Quest system was mentioned as a possibility around pre-alpha
  • currency system will be  in place (new currency different name)
  • ownership will be  in place
  • trading / barter system  will be in place

The hardest parts would probably  be my idea of adding a de-spawn feature to the tokens and a way of limiting the number of tokens. 

 

I am not sure on the complected part of the though. Let say your not around, or the organization can't afford your prices. or if there was a member that would be on later (after all the officers have gone to bed) that could get that item for them. Having a way to get that resource and track contributions from late night and weekend members when officers are not present would be helpful. and save a lot of messages back in forth.

 

Also if another member is working on a project when the officer is away. They could make a request for help and trade a couple Resource tokens for newer members helping them. 

 

So, this could also be a way to track the helpful members that are on when the officers are not present.

 

* fixed a few syntax and grammatical errors 

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A solution that would both solve this problem and be infinitely versatile:

  • Players can create what is essentially a piece of paper
  • The paper is given a name when it is created and also shows who created it and when
  • The paper is basically free to make and takes up a minimal inventory volume

This allows an org to entrust creation of their notes to a specific person, and basically treat those notes as org currency.  If you are worried about that person scamming you at a later date, only accept notes created before a certain date.

 

Overall, this idea solves the desires of people for things like bank notes and stocks and org currency, all in one single and simple custom item.  It shouldn't be too rough from a computational perspective, as the item only has 3 variable fields - name, creator, and creation date

 

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I like this idea of creating a kind of monetary system based on particular alliance's reputation, with the paper thing SGCam was talking about, but I think that an issue with this is similar to the real life issue that governments have, which is providing legitimacy to the money. I expect trading and bartering to emerge as the primary system for this, but it would be cool to ssee where this goes!

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On 5/20/2019 at 9:52 AM, SGCam said:

A solution that would both solve this problem and be infinitely versatile:

  • Players can create what is essentially a piece of paper
  • The paper is given a name when it is created and also shows who created it and when
  • The paper is basically free to make and takes up a minimal inventory volume

This allows an org to entrust creation of their notes to a specific person, and basically treat those notes as org currency.  If you are worried about that person scamming you at a later date, only accept notes created before a certain date.

 

Overall, this idea solves the desires of people for things like bank notes and stocks and org currency, all in one single and simple custom item.  It shouldn't be too rough from a computational perspective, as the item only has 3 variable fields - name, creator, and creation date

 

I like the idea of creating a piece of paper or 'bank note' from available resources.  In fact this is what CodeGlitch0 suggested in his post on player generated Resource Tokens.  I just somewhat disagree with his idea of  just letting any player create them. I feel that adding any kind of note, currency, I.O.U., etc.  really should be part of a  advance part of the development of a organization. That way the organization would be held accountable instead of a player if things do not work out. 

 

I also like the idea of a designated organization controller (accountant, treasurer.... )

 

One thing that needs to be handled by any kind of monetary system, other then the legitimacy of the currency, is inflation.

 

If an organization were to create too many 'notes' the value of those player made tokens would drop.  One way to control this would be to make the resources needed to create the token very high. Making the tokens too expensive would be counter productive for letting a new organizations to use them to promote internal development.

Another way to prevent  over saturation would be to limit the number of tokens that a organization can create. However what do you do if somebody hoards the tokens and quits the game?

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Or you know,  just use quanta. Because you can only rp that org money but can't use it in any form to buy stuff from other ppl or on the markets 

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On 5/23/2019 at 1:30 AM, LeineDearg said:

I think deflation would be handled on what goods or service the organization offers for their Tokens

In the unhampered free market economy, the supply of goods and services usually increases, as investment and productivity rise. This means that the tendency of the free market will be for prices to fall, some prices of course more than others.

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On 5/16/2019 at 10:47 PM, LeineDearg said:

My idea is to allow an organization to use Resource Tokens to pay it's members for helping the organization to grow. Basically the organization is in need of a large amount of resources, or a service, so the organization issues a quest(s) for parts of what ever good or service.  Instead of paying in currency, the organization pays out in these resource tokens. 

 

 

 

I love this idea!

 

I added my own view on the subject matter here:

 

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On 5/17/2019 at 4:47 AM, LeineDearg said:

My idea is to allow an organization to use Resource Tokens to pay it's members for helping the organization to grow. Basically the organization is in need of a large amount of resources, or a service, so the organization issues a quest(s) for parts of what ever good or service.  Instead of paying in currency, the organization pays out in these resource tokens. 

 

First off this similar ideas have been mentioned in different ways in the forums.  While there may be more, I wanted to make sure to link at least the ones that I have found already.

     An example of Stocks https://board.dualthegame.com/index.php?/topic/14142-physical-financial-securities/&tab=comments#comment-95277

     Example of player created resource tokens http:// https://board.dualthegame.com/index.php?/topic/607-resource-tokens-for-player-item-trading/&tab=comments#comment-4271

 

 

Second A Scenario

A new organization needs resources (lets say 10,000 units of iron) to get off the ground. However, being new this group, lets call it Orbit... I am really bad at naming things and the gum is sitting in front of me right now ok!.. don't judge me...  Anyways, Orbit  does not have enough money to pay its members for a quest. Also Orbit wants to keep track of who actually does the must work for the Organization to award those members later. So Orbit starts a quest for its members that pays out 100 "Orbit Resource Tokens"  for every 100 units of iron that is delivered. The players that does the most work get the most Orbit Resource Tokens.  

 

Some time has past and Orbit gets access to extra fuel. There is not enough fuel to give out to every member, so the group sells 'X' units of fuel for 'Y' number of  Orbit Resource Tokens. Again the player that has the most Orbit Resource Tokens can purchase the most fuel.

 

 

Basics:

The way it works is that every organization has access to a specific amount of resource tokens. For example Orbit as a new Organization has access to 100,000 resource tokens that it can issue out for quests in place of in game currency or objects.

 

The value for these tokens depends on what ever the organization is willing  to assign them. So it could be everything from nothing to a one time prize of 1 DAC.

 

Some thoughts on these tokens:

  • Each organization only has access to a limited number of tokens
  • Number of tokens can be scaled based on Organization size or some sort of leveling system
  • The intended way for an organization to get bask the tokens through either a trade, the barter system, or a quest
  • Tokens can only be set up to trade to other members or allies of the Organization
    • This includes trading between players in the same organization that does not involve a quest
  • Either Tokens are non physical item to prevent theft from PK, or
    • any tokens not in a current member's inventory after 14 days are automatically refunded back to the organization
  • A player leaving the organization would automatically see  their stored tokens refunded  back to the organization after 7 days 
    • This time frame could be changed by the founder, or their designee player in charge of tokens (token master, quest master, Mister Fred)... did I mention that I am bad at naming things
  • No in game requirement for a Organization to use tokens
  • No in game requirement for a Organization to pay players back for tokens
  • No in game requirement  for a Organization member to give back any tokens
  • More Tokens cannot be made by the organization

 

That is pretty much it. I thought that I would share my idea and did not spend a lot of time to see anybody better at naming things already shared it in the forums. If I missed a discussion I apologize. 

 

 

You could do that by easy LUA coding where the tokens would become obsolete.

Lets say that a miner mines some ore and puts that into the resource container. A Lua script could identify who put it in there what resource and what amount. After that it calculates the income based on the market price (with some adjustments of course) and saves it in the Orgs network. Maybe even on the (possibly created) org website.

After the org has enough money they can simply pay the individual miners the calculated amount in Quanta. 

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