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All posts created by Azure_Zero

Azure_Zero
Bringslite


What say you all?

Been watching too much Battlestar Galactica I take it…
Azure_Zero
You are a Troll
The problem, right now, with coin sinks is that they will unfairly hurt some while leaving the multi, multi platinum people able to pay for anything or everything without blinking an eye. Its kinda like the hundreds of thousands of bulk most continuously functioning settlement have accumulated over the past two years while outpost level could be above holding level. The immense amount of coin and bulk some have stashed away is a real balance problem that needs to be thought about and talked about.

My Idea in the OP adds a; coin sink, Bulk goods risk, and adds more rewarding and meaningful PVP.
That and the bandit/raiders(s) better pay well or he'll tip their hand to their target.
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.
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.
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.
Azure_Zero
Some of those Options look good Brings, but I can imagine your first 3 ideas would be VERY expensive.
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.
Azure_Zero
Bringslite
Azure_Zero
I don't think the factions system will completely fix the High-Sec issue.

As I recall only High ranking members of a factor are always PVP targets for opposing factions,
Anyone in the lower ranks can opt out of PVP of the faction system.

Therefore the Sticks and or Carrots for each level of hex security should still be balanced from what it is.
As was recently mentioned and probably previously mentioned, it might actually be beneficial to see more mechanics put into action and actually have players In-Game playing them before a bunch of changes are made to existing mechanics. Kinda a departure from my previous point of View but it could be valuable to see more things in action (working in sync) than keep adjusting things piece by piece and not really getting anywhere.

It just seems frustrating because it takes a long time to get there. For instance, I think that (right now and for a year to come) the Security mechanics could be totally removed but we wouldn't see an increase in PVP at all.

That I think is the best answer until the faction system comes in and we can start doing proper balancing of hex security costs and benefits.
Azure_Zero
I don't think the factions system will completely fix the High-Sec issue.

As I recall only High ranking members of a factor are always PVP targets for opposing factions,
Anyone in the lower ranks can opt out of PVP of the faction system.

Therefore the Sticks and or Carrots for each level of hex security should still be balanced from what it is.
Azure_Zero
We'll have to wait and see what Goblinworks does to Balance the hex security settings.

They might go down the stick route for High Sec and or Carrots for Med and Low Sec.