Wifye Posted September 28, 2018 Report Posted September 28, 2018 (edited) With the new implementation rework of taxes to slow down the rate of gathering money at high levels in order to not inflate the economy further, additional money sinks should probably be implemented to help players spend their money in beneficial ways in order to balance the economy further. Firstly we'll go over what a money sink is and follow up with potential suggestion examples. A money sink is something in a the game designed to help take money out of the player economy to avoid inflation at higher levels generally. The new tax increase is an example of a passive money sink acting as an upkeep fee of a sort with the tax being a mix of income and property tax. While the new tax increase does pull new money out of the economy, it won't do much for the old piles of money still out. The following are examples of potential additional money sinks with benefits to utilizing them to tackle the mix of old and new money: Vehicle upkeep and maintenance @Swifty posted this thread, it's a good example of a potential money sink. Introduction of exclusive/limited vehicles: Once a month or so, the developers could introduce 2 or 3 vehicles currently unavailable to be implemented in game and hold an auction to purchase them. There would only be 1 of each vehicle up for auction to ensure exclusivity and A high value. A poll could be created to decide which vehicles these would be as well. Once these vehicles are auctioned, the money from the sales would then be removed from the economy. This idea wouldn't take too much to implement and has the potential of pulling millions of dollars out of the economy each month while rewarding the buyers with a special benefit and prestige. Criminal Enterprise Investments: This example is both a rework and a money sink. The idea is, criminals should be able to "invest" into their activities for "additional bonuses". The chop shop is a good example of this. Currently, there's no varying elements to increase profit from utilizing this game mechanic, in order to adjust that, I'll provide two alternatives. 1. Implemented a "partnership program" that allows criminals access to chop shop vehicles based on value. Default, criminals could only take cars under $30,000 at first. By "investing" $20,000 (game mechanic similar to purchasing a license) the criminal can then bring cars up to $100,000 to the chop should. "Investing" $50,000 would allow up to $500,000 thousand. "Investing" $100,000 would allow any value vehicle to be brought to the chop shop. Each level of investing would be required for the next. 2. Rather than restricting each level based on value, "investing" would add a percentage increase multiplier to the profit. $20,000 would be 2%, $50,000 would be 3.5%, and $100,000 would be 5% While option 1 would be more "sensible" as the chop shop takes more risks, option 2 will likely be more popular with players. Of course the numbers within each option can be changed for balancing. Increased Fines for repeated offensives in crime: Currently many players have said that paying fines for committing crimes isn't high enough, especially for repeative offenders. There should be additional multipliers for fines in order to give consequences for criminal actions rather than just additional jail time. Additional jail time just takes the player out of play longer, which they just afk through. By increasing the fines, the player criminal still faces consequences but isn't out of play longer. These are just the sensible money sinks I can think of at this time that have some sort of benefit from spending or risk vs reward. Please post any other suggestions or feedback, thank you. Edited September 28, 2018 by Wifye
Dizzie Posted September 29, 2018 Report Posted September 29, 2018 On 9/28/2018 at 2:45 PM, Wifye said: Introduction of exclusive/limited vehicles: Once a month or so, the developers could introduce 2 or 3 vehicles currently unavailable to be implemented in game and hold an auction to purchase them. There would only be 1 of each vehicle up for auction to ensure exclusivity and A high value. A poll could be created to decide which vehicles these would be as well. Once these vehicles are auctioned, the money from the sales would then be removed from the economy. This idea wouldn't take too much to implement and has the potential of pulling millions of dollars out of the economy each month while rewarding the buyers with a special benefit and prestige. +1 On 9/28/2018 at 2:45 PM, Wifye said: Criminal Enterprise Investments: This example is both a rework and a money sink. The idea is, criminals should be able to "invest" into their activities for "additional bonuses". The chop shop is a good example of this. Currently, there's no varying elements to increase profit from utilizing this game mechanic, in order to adjust that, I'll provide two alternatives. 1. Implemented a "partnership program" that allows criminals access to chop shop vehicles based on value. Default, criminals could only take cars under $30,000 at first. By "investing" $20,000 (game mechanic similar to purchasing a license) the criminal can then bring cars up to $100,000 to the chop should. "Investing" $50,000 would allow up to $500,000 thousand. "Investing" $100,000 would allow any value vehicle to be brought to the chop shop. Each level of investing would be required for the next. 2. Rather than restricting each level based on value, "investing" would add a percentage increase multiplier to the profit. $20,000 would be 2%, $50,000 would be 3.5%, and $100,000 would be 5% -1, doesn't make sense to me. On 9/28/2018 at 2:45 PM, Wifye said: Increased Fines for repeated offensives in crime: Currently many players have said that paying fines for committing crimes isn't high enough, especially for repeative offenders. There should be additional multipliers for fines in order to give consequences for criminal actions rather than just additional jail time. Additional jail time just takes the player out of play longer, which they just afk through. By increasing the fines, the player criminal still faces consequences but isn't out of play longer. Isn't this already a thing?
SimonBluman Posted October 5, 2018 Report Posted October 5, 2018 The vehicle upkeep sounds like an amazing idea, if we could adapt it to be more aggressive with cars that are highly modded. IRL if you have a car with an uprated engine, turbo, and transmission, it takes a lot of upkeep it keep it running smoothly. This could add a new area of RP for LSC and Bayview when it comes to vehicle servicing. 1