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Charging for Hubspace

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Steven Quincy Urpel View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Steven Quincy Urpel Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 06:26
Unlimited, free and untouchable hub storage is definitely a part of the game I don't like. I do like what Alba suggested, which like he said is imperfect (but is a good place to start imo). That said, I've been racking my brain for a solid 10 minutes and have come up with nothing better ... so maybe it's unsolvable.
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Rill View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 04:31
I disagree with your assessment Angrim.  Not wanting thieving to be easy is not the same as not wanting it in the game at all.

With current game mechanics, if there were not protected hub storage, people would have to maintain huge numbers of thieves in order to defend any goods (since vault protection is so limited).  All that gold going to defending vs. thieves means it couldn't be used for more interesting things.

I have no objection to thieves being PART of the game, but neither do I want the game to revolve around defending items from thieves -- to me that is just tiresome.  Changes that make identifying thieves more difficult if not impossible as well as allowing players with large numbers of thieves to act without any costs except for the cost of maintaining them have the potential to make the game unbalanced.  Having safe hub storage is a reasonable balance to this until the developers figure out how to implement more dynamic diplomatic mechanics such as fights in which there is the potential for partial loss of thieves.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Llannedd Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 04:20
Perhaps storage capacity at a trade hub should be related to a player's city storage capacity in some way. After all the hubs are meant for trade, not hoarding. I would support the idea of separate "storage hubs", perhaps run by the same factions running the trade hubs, to accommodate the hoarders. These storage hubs could then charge a fee based on volume stored; if the fee is not paid then random goods are "confiscated". The game would have to provide the ability to move goods between the two types of hub.

The issue of allowing theft from hubs is separate; I still believe allowing theft from trade hubs would be a bad idea, but if new storage hubs are brought in then potential theft from those would be fine.


Edited by Llannedd - 11 Aug 2014 at 04:21
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Angrim View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 03:32
let me suggest that many of the negative comments here appear to be coming from players who disapprove of the inclusion/use of thievery in the game, full stop. if that's your position, please be open about it. this thread is predicated on the idea that diplomatic units are a valuable part of the game and should be usable and balanced.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 03:29
Originally posted by Glin Glin wrote:

This is just a way to make trade focused players more frustrated with a game that is already out of synch with hub costs vs. blackmarket. 

Alliances win in the end, as lager players store for smaller players that cant protect their good- and unaffiliated players have no one to turn to. 

Bad idea. It will turn a large silent group out of the game.
not sure i understand any of that. trade-focused players are actually trading goods and trying to maximise turnover, which means that their goods spend little time in the hub relative to the goods belonging to hoarders. storing goods for smaller players may be advantageous in the "protect your own goods" scenario; it does nothing beneficial in my original proposal, but in neither case does it require an allied relationship. and the relationship of the hub trade vs the black market should actually be helped by this, as i would guess most of the black market (by which i assume you mean the unofficial player-to-player trades that pay no transaction tax) are with items stored at a hub. assessing a fee based on storage, assuming transaction-based taxes are reduced appropriately, removes some incentive for avoiding the official trading platforms.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Consul Zynot Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 03:02
Originally posted by Epidemic Epidemic wrote:

Worst suggestion ever...


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Post Options Post Options   Thanks (1) Thanks(1)   Quote Epidemic Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 00:36
Worst suggestion ever...
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Glin Quote  Post ReplyReply Direct Link To This Post Posted: 10 Aug 2014 at 19:08
This is just a way to make trade focused players more frustrated with a game that is already out of synch with hub costs vs. blackmarket. 

Alliances win in the end, as lager players store for smaller players that cant protect their good- and unaffiliated players have no one to turn to. 

Bad idea. It will turn a large silent group out of the game.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dungshoveleux Quote  Post ReplyReply Direct Link To This Post Posted: 10 Aug 2014 at 16:13
There is a more open ended question here, and that is the accumulation of wealth in terms of goods and gold.  Essentially, these just seem to increase, and the only way to reduce stocks is to build things (which produces other things) or lose units in military or diplomatic actions (or if people abandon leaving goods in hubs).  The resources of the world ought to be finite in some way or we will all end up wandering around in silversteel armour, wielding silversteel swords and mounted on crafted horses.  Hopefully, if factions ever go live, this will be part of the solution.

Edited by Dungshoveleux - 10 Aug 2014 at 16:14
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Albatross Quote  Post ReplyReply Direct Link To This Post Posted: 10 Aug 2014 at 13:34
Originally posted by Captain Kindly Captain Kindly wrote:

How about having to send your own guards there? For example a number of diplos attached to a commander, or even a merchant.

Make the number of guards needed depending on the amount of goods you have there. The upkeep for said units will be your 'tax'.
Now that seems like a good answer, using existing game mechanics. The theft mechanism would need looking at though; I think Hubs should be difficult to crack, especially if lots of players have private security in the Hubs.
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