list of ways to bring back the economical module into the game
moonburn
this is a summary of several ideas i had and some borrowed ones as ways to bring back some economical challenge into the game
weapons industry:
-make the guerrilla equipment that costs money be produced by in-game factories the devs could create a kind of stockpile and ofc that production would immediately be absorbed by the stockpile at fixed prices this would remove production points from the game and allow for some economical growth
- they could decide the amount of factories depending on how much is being consumed and ofc to make it fair every country would get access to one such factory at least
- the way of distributing those factories would be the initial boom where there would be an auction for a license to change one q7 factory into a guerrilla equipment factory one for each country ofc
- the 2nd boom after determining how much more equipment is actually needed would be a worldwide auction of such licenses where everyone independently of nationality would be able to bid for those licenses
- this said there is another way although i suspect the devs would prefer the 1st one since it would create a big demand for gold and probably the best way to persuade them to try it! the other way would be to sell those licenses at a fixed gold price to change q7 weapons factories into any type of guerrilla equipment factories (there are 5 different types of guerrilla equipment and stuff like weapons have 5 different types of weapons)
- the added advantage of such a thing would be to integrate the guerrilla consumption into the regular economy but since it seems the owners of the game require some positive push to get stuff done the initial one remains as the best way to get them to do the changes required (since it should provide a quick way to get some cash trough their gold packs )
new industries :
- this one is a borrowed idea and since the re introduction of the house market we can assume they are open to it
1st the gift old industry could be turned into the pharmaceutical industry where people could buy some drugs/medicines to restore some additional health regular factories like what we have right now and a combination of wrm and frm could be the resources required to make 1 single instant health kit and then depending on the quality of such a kit the health restored one could store as much as he wanted but he would only be allowed 1 kit per day this means very little changes into the game mechanics and a small boom into the economy of the game
2nd personal protection industry where like right now we can buy equipment to protect ourselfs during guerrilla fights we would buy equipment to protect ourselfs during regular fights so we could buy bumpers or special wheels for our tanks and loose only 9 health instead of 10 during fights or buy a special fighting suit like the real world tank crews have and loose only 8 energy instead of the current 10
- this is also an old idea of mine which was presented in another article but one i believe would be most helpful in reigniting the economical module
food industry:
-this one as been presented in another previous article of mine to make the energy/health bars only allow energy recover not recover it per se so one would have to use the health bar to recover the ability to eat 100 energy worth thus consuming 1 energy bar + the food not just the 1 energy bar like we got right now
Comments
pharmaceutical industry - different from food how?
another brilliant idea like these - a travel ticket industry, based on hotels. No more giving free tickets, you need to earn them. Basic resource are touristic sights, called artifacts. Think of paintings in a museum or something like that. Artifacts are built by the people in collaborative effort instead of working for a salary. Other countries can steal artifacts, boosting their own tourism industries. Artifacts are only valuable for a certain time, however, before they are destroyed, and stolen artifacts give less of a boost than your own ones.
there's no tourism in war zones and this has basically been reduced to a war game so there's that
the current traveling system is ... what it is
another way to look at it is that you can´t travel without infrastructures so maybe a bit like the air strike get people to donate wrm frm and food and money to build something like q1 bus stop q2 banhof q3 shipyards q4 autobahns and q5 airport and those structures would be in a given region and people could create travel companies who would produce tickets (no raw required ) and the ticket quality would be capped by the size of the highest quality infrastructure in a country
if a country lost that region (due to war) the infrastructure would be damaged and drop from q5 to q4 so countries would need to defend that infrastructure
ofc citizens of that country would only build a travel agency if they wanted to but a country with a big q7 super structure would clearly benefit from it if they where able to protect it ofc XD
if the region where that structure was was lost then all travel agencies in that country would be capped in the quality of tickets they could produce to the 2nd biggest super structure that could be found on that country
for instance germany lost its super advanced really neat q6 harbour in hamburg due to some asshole invading and stealling the region from us and since we have no other super structure our travel agencies can´t produce tickets so we invade the swiss who have a really cool q7 super airport when we take over the region where they have it we get a new q6 superstructure and our travel agencies can produce tickets again (after we paid for the repair of the new q6 super structure ofc )
something like this yes as you stated sorry but imho doesn´t fit the current frame of the game
no raws to produce tickets but countries could determine the taxs being payed to use the infrastructure so each ticket would cost something to produce
[removed]
does it means that it will reach more readers ?
that could be posible
if they implement a GF stuff industry they should delete the bonus damage...
at the moment it doesnt matter wich armor you wear or weapons you are using...
if you have a negative win/loss ratio you will never win more fights than you are losing...
check my profile i lost 90% of all my guerilla fights
i think you didnt understand...
at the moment it doesnt matter wich armor/weapons you take you stay in your category (+0, +1 or +2 bonus damage)...
so nearly no one will buy the produced GF stuff or even use GFs...
the only ones wich whould stay using GFs ( i dont know if they buy that much) will be the low divs wich dont want to get xp...
and their damage done in the GF just depends when they started playing GFs...
if they started before the update on win/loss ratio they are f*cked for ever...
if they started long time before win/loss ratio update (so that they allready had a big strength when the bonus damage was strength based) they cant lose...
well and if they started after the update and they use the best GF stuff it just depends on luck (wich enemys they get at the start) in wich category they get in future...
yeah but this article is to fix the economical module or at least mend it not to fix the guerilla fight thingie
but if nobody is buying that stuff than how should it fix the economy?
btw under comments is a reply button... 😉
Guerrilla thing is too many clicks. I tried it for a while and it seems like only people who've already won many guerrilla fights are the ones to do them now....
What we need is to diversify the Economy.
Here's an idea:
Create 7 Divisions.
DIV 1 Players can only use Q1 Weapons, and can only own or work on Q1 Weapon Factories.
DIV 2 Players can use Q1 and Q2 Weapons, and can own or work on Q1 and Q2 Weapon Factories.
And so on ... until DIV 7 where you can use all Weapons, own and work on all Weapon Factories.
That should create a demand for lower Quality Weapons, reduce higher Quality Weapons production and also cause some changes on the Job Market.
that could work altough a better cap would be div1 up to q2 div2 up to q4 div3 up to q6 and div4 up to q7
thats an easy change altough many people who invested alot of money into q7 would resent the reducing o their purchasing base
Forget it.
Look at it from an economical point of view: The owner of this 'game' wants to gain money. The only way to do so is to sell gold to the 'player base'. So in the end, for you to buy gold, there need to be some really good reasons to do so. If the gold price on the MM is too low, you won't buy gold, which is bad for our game owner. If the price is too high, however, you will gain too much CC by your medals - which again is bad for the game owner since you need to buy only little gold. It seems as if a price of 220cc/gold was the optimum since the price is more or less kept there.
Now, the primary goal of our game owner is to enhance gold consumption, which can be done by adding new "features" such as the damage accelerator or the diversity of gold packs and combat stashes etc. In addition to that, there is, however, a bad thing: Players could gain money using the economy module and hence avoid the need of purchasing gold. So, by screwing up the economy, pushing the prices lower and lower and even let user sell at net losses we are achieving our goal: To enhance gold consumption.
So what can we look for in the coming months: Well, basically any form of update which f*cks up the economy. More "Tycoon" packs etc. Lower prices - possibly lower wages etc...more warfare, even more warfare, useless tournaments.
Even the resource distribution had the goal of lowering prices in highly populated countries. The small countries? Well fuck it, you still can buy gold, right?