Cookies Disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to authenticate logins, deliver better content and provide statistical analysis. You can adjust your browser settings to prevent our site from using cookies, but doing so will prevent some aspects of the site from functioning properly.

Idea's For Coin Sinks

Azure_Zero
In My Security thread, Maxen brought up that we need coin sinks.

I thought of a collection that work at a company level and one does have a minor gambling aspect.

My first idea of a set of interacting features with many parts that are coin sinks;

One Part is "Pay for Loyalty " and it interacts with "Take a Peek" and it's subsequent options.
Where companies put coin in their "Company Secure Vault" and set a Weekly coin value (Referred to as "Guard's Pay" ) to Keep their holding guards loyal, the amount that is Deducted Weekly is the "Weekly coin value(The Guard's Pay)" times "a quarter the number of your holdings(rounded down)."

The Second part is "Take a Peek" and it interacts with "Pay for Loyalty."
Where anyone in a Company (currently referred to as Bandit) can Bribe the Guards of a holding to peek into the holding's vault(s) (referred to as the Bandit's Bribe), but this is a gamble.
If the "Bandit's Bribe" is lower then 75% of the "Guard's Pay", the Guard will report the attempt to peek at that holding along with Which Company it was, and the bribe is not taken.
If the "Bandit's Bribe" is between then 75% and 125% of the "Guard's Pay" the guard will not report the attempt and take the bribe to keep quiet.
If the "Bandit's Bribe" is greater then 125% of the "Guard's Pay" the guard will not report the attempt, take the bribe, and allow peeking into the Holding Secure Vault.
If the "Bandit's Bribe" is greater then 200% of the "Guard's Pay" the guard will not report the attempt, take the bribe, and allow peeking into the ALL the holding's Vaults Vault.

The Third part is "Hiest" and piggy backs on "Take a Peek."
Where anyone with a successful "Bandit's Bribe" can Bribe the Guards of a holding to Move ALL contents from every vault into the Holding Vault.
This requires a "Hiest payment" that is two times the given "Bandit's Bribe" for that holding's Guards.

The Forth part is "Lockdown" and piggy backs on "Take a Peek."
Where anyone with a successful "Bandit's Bribe" can can Bribe the Guards of a holding to Lockdown ALL contents in the Holding Vault.
But requires that a "Bandit's Bribe" was high enough for the guard to Take the Bribe for this option to open up.
This requires a "Lockdown payment" that is two times the given "Bandit's Bribe" for that holding's Guards and only lasts 36 hours.

———————–

So now I ask what are YOUR ideas for coin sinks in the game what would ADD to the game and are New features and or new Game mechanics only.
Let's be creative here.
Bringslite
1. Coin for an option to move Bulk from holdings to Settlements.
2. Open up the AHs to World Wide viewing and allow materials to be purchasable remotely via a coin cost.
3. Upkeep of Security settings for holdings.
4. Odd suggestion here but effectively a "coin sink": Reduce coin generation from mobs and increase mob drops of salvage materials and other non coin rewards.

I am all for coin sinks and they do work to an extent, but so long as coin can be generated by mobs by killing them, nothing will work better than controlling how much coin enters the game.

Coin should never be so trivial that all the "sinks", regular taxes, fees, etc… are trivial to pay. The best economies are the ones in which you always feel you could desire to have more coin rather than feeling it is useless.
^^^This with a caution on taking care that younger characters can always get the coin THEY need with a bit of work…
Virtute et Armis
-Unknown
Azure_Zero
Some of those Options look good Brings, but I can imagine your first 3 ideas would be VERY expensive.
Bringslite
Azure_Zero
Some of those Options look good Brings, but I can imagine your first 3 ideas would be VERY expensive.

Let's not get sidetracked and turn off the path by debating unrelated issues. Your questions are an important and entirely worthy subject/problem all their own. Especially if most all of us agree that coin is "worthless" after a certain point in a character's career. It's a great thread/question to start. smile

In other words, the Devs will set "costs" wherever they think best for the "sinks" they think best. I'm good with that. smile
Virtute et Armis
-Unknown
Azure_Zero
That is why I put the word imagine in my reply to your ideas, cause I don't know what the Devs would of set as the cost for each one.
Especially number two, since it is countering the "possible banditry" design point of the game a lot and makes AH's extremely valuable to the point where every settlement would want one for item teleporting to skip vast distances and all banditry chances.
If I had to guess at the cost of a single transaction of item teleporting using your number two idea, as this is my idea of the cost and not goblinwork's idea of cost at all for all I know they could opt for cheaper or go the other way and be more expensive.
I figure teleport cost would be equal to "Number of hexes crossed" times "Tier level" times 2 gold pieces for each transaction.
Smitty
Coin sink idea – since we are just throwing out ideas..
Ammo sucks ( in a good way) ..
How about a coin sink in the crafting process to double the output of ammo or potions - for t1 add 50c and get double ammo/potions - for T2 add 10s for double the output - for T3 1g gives double the output..
Azure_Zero
Oh I love that idea a lot, since ammo is still a royal pain.
And the prices are reasonable.

Wouldn't mind it if that was an option for refining as well…..
Though if a refining option was added, I'd of doubled the cost.
Bringslite
Azure_Zero
That is why I put the word imagine in my reply to your ideas, cause I don't know what the Devs would of set as the cost for each one.
Especially number two, since it is countering the "possible banditry" design point of the game a lot and makes AH's extremely valuable to the point where every settlement would want one for item teleporting to skip vast distances and all banditry chances.
If I had to guess at the cost of a single transaction of item teleporting using your number two idea, as this is my idea of the cost and not goblinwork's idea of cost at all for all I know they could opt for cheaper or go the other way and be more expensive.
I figure teleport cost would be equal to "Number of hexes crossed" times "Tier level" times 2 gold pieces for each transaction.
Purchasing long distance only means purchasing. They do it in EVE. You still need to travel there then travel back hauling your purchase. The convenience gained by paying the sink is that you don't have to run across the map to find out an AH is empty.
Virtute et Armis
-Unknown
Azure_Zero
You should of made that clear by adding "you still need to visit the settlement of the item's origin",
as I though you were doing item teleports from AH to AH.

Now That option I do think would be way more affordable for everyone in costs.
Bringslite
Azure_Zero
You should of made that clear by adding "you still need to visit the settlement of the item's origin",
as I though you were doing item teleports from AH to AH.

Now That option I do think would be way more affordable for everyone in costs.

I'm done. Wasn't and not interested in a non necessary back and forth. Was interested in a discussion about "sinks" and maybe other alternatives, but that seems unlikely between you and I. So sad…
Virtute et Armis
-Unknown
 
You must be logged into an enrolled account to post