Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Jadek Menaheim
WarRavens League of Infamy
32
|
Posted - 2013.08.21 23:03:00 -
[1] - Quote
The recent Dev blog on the new corporate taxation tools brought out some contention over the fact that NPC do not have a 0% tax rate, unlike the 11% rate that such entities have in Eve Online. Some argue the existence of a moderate to high tax rate would encourage new players to leave and join player created corporations which enhance the player experience and retention to Dust 514. A drawback that comes from this argument is that similar to Eve Online, players would create single member corporations with a 0% rate to evade the taxation both from NPC and larger collective corporations.
Here is a solution to that argument.
Corporations pay for various logistical and operational costs with recurring weekly payments. Such things may include transportation, network communication subscriptions, ammo use, and weapon licensing. However, the cost of these thing may be offset by investing into skills within the corporations tab. Attributes such as efficiency management and distribution networking would offer price cuts over time that would assist you in keeping your corporation solvent. Without proper skill investment, these costs would make it very difficult to maintain a lone wolf corporation and purchase the necessary equipment to remain competitive on the battlefield.
Additionally, this would in the context of maintaining a large corporation. If a CEO of a large corporation does not invest their skillset into corporation operations it will be difficult to maintain a corporation without raising the tax rate which could in turn push members away. For such things as network communication costs, these costs would be proportional to the number of players in a corp.
TL;DR Without investment into logistical corporation skills it will be too costly to run a super small or super large corporation.
|
Jadek Menaheim
WarRavens League of Infamy
32
|
Posted - 2013.08.21 23:15:00 -
[2] - Quote
A big question is what would happen if your corporation could not meet payments? Can you declare bankruptcy in Eve? :) |
Iron Wolf Saber
Den of Swords
7597
|
Posted - 2013.08.21 23:19:00 -
[3] - Quote
Jadek Menaheim wrote:A big question is what would happen if your corporation could not meet payments? Can you declare bankruptcy in Eve? :)
No you can't.
Most of the time roles are basically sorted to the following arche types.
Auditor - Can you view this information? Personnel Manager - Can you shift people around, give roles, take roles, fire/hire? Supplier - Can you move items from this container to the other container? Financer - Can you give corporate isk away? can you spend on behalf of the corporation? can shift funds from one wallet division to the other? Logistics - Can you move space assets, change passwords on them, anchor bases in the name of the corp?
What players do within these archetypes or how they mix them up or the overall goal of the corporation overall is up to the players. Some are seriously running the business of whatever 'even if that business is empire building/maintaining' some just throw caution to the wind and let the stuff fly. |
Jadek Menaheim
WarRavens League of Infamy
33
|
Posted - 2013.08.22 16:46:00 -
[4] - Quote
Iron Wolf Saber wrote:Jadek Menaheim wrote:A big question is what would happen if your corporation could not meet payments? Can you declare bankruptcy in Eve? :) No you can't. Most of the time roles are basically sorted to the following arche types. Auditor - Can you view this information? Personnel Manager - Can you shift people around, give roles, take roles, fire/hire? Supplier - Can you move items from this container to the other container? Financer - Can you give corporate isk away? can you spend on behalf of the corporation? can shift funds from one wallet division to the other? Logistics - Can you move space assets, change passwords on them, anchor bases in the name of the corp? What players do within these archetypes or how they mix them up or the overall goal of the corporation overall is up to the players. Some are seriously running the business of whatever 'even if that business is empire building/maintaining' some just throw caution to the wind and let the stuff fly.
How about this--there are corp title designations such as Supplier and Logistics that the CEO can delegate. These titles are named after skillable traits under the corporation skill tab. The CEO has the 'option' to perform all of these roles herself, however, that would warrant skilling into all of these traits to be cost effective. On the other hand, a person designated as a certain role has that matching skill activated and working in the context of corporate operations. This means that delegation would alleviate the skill burden on the CEO by breaking up the tasks among different players. Additionally, it would incentivize the retention of those players.
The operations of these skills would be passive meaning one does not necessarily have to log into Dust for their skill attributes to count towards corporate operations. In turn this could also mean that lone wolf players have an ability to use their two additional alt characters as dummy silent partners in the delegation of some parts of corporate skills.
Active use of these skills could come with player and corporate market features. Such being higher percentages on sales of weapons from the corporate stockpile or better deals on the rental or purchase of storage space for corporate weapons, vehicle, and installation caches. |
Jadek Menaheim
WarRavens League of Infamy
33
|
Posted - 2013.08.22 17:16:00 -
[5] - Quote
Additionally, for a logistical reference, what do you believe are the cost associated with maintain space merc per week?
20,000 isk Interstellar Communications Package 11,000 isk Warbarge Utilities 4500 isk Supplements and Nutrient Packages 8300 isk Nano Upkeep of Suits, Weapons, and Vehicles 2500 isk Nano Charge cell storage 1100 isk Nano Ammo (Base use), 6100 isk (Moderate use), 11100 (Heavy use), 16100 (Extreme Use) 800 isk (Optional) Merc Counselling Services 1800 isk (Optional) Entertainment = -------------------------------- 50000 (Base) 55--- (Moderate) 60--- (Heavy) 65--- (Extreme) |
Silas Swakhammer
GamersForChrist Orion Empire
70
|
Posted - 2013.08.22 17:51:00 -
[6] - Quote
+1 for the interesting idea |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.22 18:49:00 -
[7] - Quote
Corporate Hangar and Garages prices per week w/ Unskilled Facilities Management and Rental Property Bargaining Attributes.
Please see this thread on the aspect of District Garages.
Purchased Property cost per week ______ Unskilled Rental +35% / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Corporations lv ____________ 1,750,000 _____ 2,362,500 Megacorp Control lv________ 10,500,000 ____ 14,175,000 Transstellar Empire Control lv 45,500,000 ____ 61,425,000 / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Facilities Management skill will decrease cost by 5% per level Rental Property Bargaining skill will decrease rental costs by 3% per level District Management skill will decrease owned properties by 3% per level
Corporations of all sizes can purchase or rent each tier of district garages or space hangers. The key usefulness either garages or hangers is the replication of vehicles and deployable installations. The size of each garage dictates the number of vehicles of installations which can be placed in them. Ground based district garages offer advantages to dust PC players with instantly available vehicles upon spawn. However, items within these garages can be sabotaged and ownership of the garage is lost when the district falls to a new corporation. Space hangers are attached to player owned customs offices. They offer a higher replication possibility however, they do not offer instant access to vehicles in PC and these hangers can be destroyed by Eve Capsuleers. |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.22 19:35:00 -
[8] - Quote
Initial Ownership and Lease Property Price per Tier
Corporations - 15,500,000 isk ///// 1,750,000 isk Megacorp Control - 45,500,250 isk ///// 7,000,500 isk Transstellar Empire Control - 120,900,050 isk ///// 30,712,500 isk |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.22 19:45:00 -
[9] - Quote
Under the contract terms of a lease, destruction or theft of property will result in a 15% payment of charge of the value for the initial lease purchase price. Investment into the Lease Property Bargaining skill will reduce this charge by 2% per skill level. |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.22 20:37:00 -
[10] - Quote
Please discuss types of skill that could be included under the corporations tree?
+Corporations ---> Megacorp Control ---> Transstellar Empire Control +Facilities Management ----> District Management +Financier ----> Property Bargaining ----------------------------------|-------->Lease Bargaining +Logistics Coordinator ----> Biomass Transport ------|--------------------->Mercenary Living Supports ------|--------------------->Network Communication |
|
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.22 21:41:00 -
[11] - Quote
Iron Wolf Saber wrote:Jadek Menaheim wrote:A big question is what would happen if your corporation could not meet payments? Can you declare bankruptcy in Eve? :) No you can't.
I can imagine a mechanic that would activate when you fell behind on payments increasing the tax rate automatically to a new minimum level that would theoretically cover payments and debts in calculation with the number of 'active' players in your corporation. These emergency protocols would be in effect for 2 weeks unless you raised the tax rate or managed to sell or shed properties and members to cover debts and maintain a stable and solvent infrastructure. If after 2 weeks your finances were not set in order, your corporation would be disbanded and you (the CEO) and other corporation overseers would be unable to reform another corporation for two week. You would still retain the ability to join another corp and be promoted to corporate oversight and directorial roles.
One more point on emergency protocols. In this emergency state mode you could continue to purchase properties and assets until your tax rate was adjusted to 100% whereby your 'credit' limit could go no higher. With enough active players running Militia and BPO suits in your corporation you could push the system to some interesting and sketchy limits, albeit crippling the ability of your mercs to play competitively with upper tier drop suits and armament. |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.22 21:47:00 -
[12] - Quote
Any feedback is greatly appreciated. Thank you. |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.22 23:57:00 -
[13] - Quote
I've given some more thought to two facets of skills mentioned.
Facilities Management (Decrease cost of all property holdings by 5% per level) |----> District Management (Decrease owned properties maintenance and purchase cost by 4% per level; increase output of garage and clone production facilities by 4%) |-----> Planetary Management (Strengthens Network Security and Facility Output by 10% on one designated district; additional skill levels expand number of fortified districts; maximum 5 fortified districts)
Network Management ----|------------->Network Security (4% Complexity to District Drone Run-Time AI; Increase Combatant Hack Subroutines by 5%; ) ----|------------->District Sensors (Increase Incursion Beacon Sensitivity by 3%;Increase Ground Sabotage Detection Bubbles by 2%) ----|------------->Communication Subscriptions (10% lower clone communication package price) |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.23 00:17:00 -
[14] - Quote
Jadek Menaheim wrote:I've given some more thought to two facets of skills mentioned.
Facilities Management (Decrease cost of all property holdings by 5% per level) |----> District Management (Decrease owned properties maintenance and purchase cost by 4% per level; increase output of garage and clone production facilities by 4%) |-----> Planetary Management (Strengthens Network Security and Facility Output by 20% on one designated district; additional skill levels expand number of fortified districts; maximum 5 fortified districts)
Network Management ----|------------->Network Security (4% Complexity to District Drone Run-Time AI; Increase Combatant Hack Subroutines by 5%; ) ----|------------->District Sensors (Increase Incursion Beacon Sensitivity by 3%;Increase Ground Sabotage Detection Bubbles by 2%) ----|------------->Communication Subscriptions (10% lower clone communication package price)
These stats would be lost or diminished from the corporation if the member with the highest skillset in that particular category chose to leave the corporation. This system translates to players using their skills as bargaining chips for higher pay within their corporation. Their retention to the corporation can be tremendously invaluable. If a planetary management specialist sold their services to rival corp and left the starting corp, their absence could effectively cripple a defense strategy in a wartime scenario. |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.23 00:19:00 -
[15] - Quote
I would love to get a CPM or DEV's input on the mechanic described above. Is it possible to code for group skill systems that change when one person leaves the organization? |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.23 03:52:00 -
[16] - Quote
In order to make developed corporate skill sets rare they should require tremendous skill investment on the latter end of the skill tree. For example:
Facilities Management (2x Skill) 621,840 sp at Lvl 5 District Management (6x) 1,865,520 sp at Lvl 5 Planetary Management (12x) 3,731,040 sp at Lvl 5
/ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Total investment 6,218,400 sp / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
The entry point is low and geared toward development toward core operational abilities. As one moves up, their corporate skill should almost reflect a tactical weaponization of offensive and defensive capabilities, albeit not with a gun but a person's prowess to enhance the gears of war.
|
Michael Arck
sephiroth clones D.E.F.I.A.N.C.E
621
|
Posted - 2013.08.23 04:06:00 -
[17] - Quote
This is a good read. Interesting...continue please |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.23 04:07:00 -
[18] - Quote
Thank you. I will keep adding and expanding ideas as they come. |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.23 04:42:00 -
[19] - Quote
Alright, inspiration has been hitting quite frequently today. Here's another way to round out the dynamic of corporation roles with a dash of subversion.
I want to see the ability to hack an terminal which allows me to see the corporate hierarchy and account balances of a rival corporation. This follows from the idea presented here in District Garages. A single incursion team is tasked with breaking into designated facility guarded by drones. This may or may not be a separate facility from the garage. Within the structure is terminal which can be hacked into. The hacking process can be the same mechanic as pressing circle and a successful hack will drop a data form into the saboteur's mail inbox.
If any alarms are tripped while entering district air space or on the ground approach to the facility both hacking and drone combat difficulty will rise sharply making the task tremendously challenging for all but expert fire teams and high level hackers.
The purpose of acquiring this data dossier is to aid in setting up contacts for backdoor deals with members of rival corporations to splinter infrastructure by switching allegiances thereby taking vital skills away form the corp. |
wripple
WarRavens League of Infamy
17
|
Posted - 2013.08.23 04:43:00 -
[20] - Quote
Jadek Menaheim wrote:In order to make developed corporate skill sets rare they should require tremendous skill investment on the latter end of the skill tree. For example:
Facilities Management (2x Skill) 621,840 sp at Lvl 5 District Management (6x) 1,865,520 sp at Lvl 5 Planetary Management (12x) 3,731,040 sp at Lvl 5
/ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Total investment 6,218,400 sp / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
The entry point is low and geared toward development toward core operational abilities. As one moves up, their corporate skill should almost reflect a tactical weaponization of offensive and defensive capabilities, albeit not with a gun but a person's prowess to enhance the gears of war.
I feel like this is targeted towards some CEOs like ChicagoCubs who aren't willing to invest decent SP to make a strong corp. This I like |
|
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.23 13:46:00 -
[21] - Quote
Jadek Menaheim wrote:The purpose of acquiring this data dossier is to aid in setting up contacts for backdoor deals with members of rival corporations to splinter infrastructure by switching allegiances thereby taking vital skills away from the corp. Ok, after resting on it, there is a better ways to do this. I would suggest the implementation of a skill called 'Consultation' which awards the ability to share your corporation skills completely (even the current corp building skill) with another corp while remaining in your own. As a 4x skill, each additional level will allow you to share your abilities with another corporation of your choosing, up to a maximum of 5 corporations. This ability to share skills with multiple corporations will allow for a self-marketable player asset that can assist alliances and 'rivals' alike for a chosen retainer fee (or work pro bono). The trick is this information on corporate interaction is not visible unless obtained via hacking or word of mouth. Finding out one of your high executives is consulting with the enemy could make for some very juicy metagaming.
Any feedback here is tremendously appreciated! |
MySpaceTom
Red and Silver Hand Amarr Empire
1
|
Posted - 2013.08.23 13:53:00 -
[22] - Quote
Jadek Menaheim wrote:The operations of these skills would be passive meaning one does not necessarily have to log into Dust for their skill attributes to count towards corporate operations. In turn this could also mean that lone wolf players have an ability to use their two additional alt characters as dummy silent partners in the delegation of some parts of corporate skills.
If you boosted the number of consultation interactions by three more you'd would be in my Top 8 dummy silent partners... |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.23 16:28:00 -
[23] - Quote
Let's talk about another corporate role. The Weapons R&D Specialist. Yes, you too can partner with your very own Lucius Fox. The weapons R&D specialist will assist with weapon perks and salvage for all members in the corporation to which their skills are connected with. The skill tree investment model will follow what was described earlier with the facilities management skill where there is a lower entry point for tier 1 skills and tremendous investment choose to work toward upper tiers.
Weapons R&D Specialist (Tier 1) Weapon Component Salvage Support (1% higher chance of receiving officer weapon per level) (Tier 2 Unlocked lvl 5 ^) Weapon Replication (2% higher chance of successful weapon replication in storage depot) (Tier 3 Unlocked lvl 5 ^) Weapon Munitions Management (1% larger ammo pool reverse for all weapons in corp; 10% decrease in weapon ammo cost to corporation.
Weapon Component Salvage Support (2x Skill) 621,840 sp at Lvl 5 Weapon Replication (6x) 1,865,520 sp at Lvl 5 Weapon Munitions Management (12x) 3,731,040 sp at Lvl 5
/ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Total investment 6,218,400 sp / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.23 16:43:00 -
[24] - Quote
I'll have to give this more thought--the R&D Specialist can be its own category with several skill paths branching from it that each require the 6,218,400 sp investment. This is Dust and you have to make serious choices about your progression.
R&D Director -----|---------->Weapons Specialist -----|---------->Dropsuit Protocol Design -----|---------->Medical Response Coordinator -----|---------->Vehicle Specialist
The beauty of this theoretical system is that you can synergize with other players to make your collective corporation skills go farther in a shorter amount of time compared to skilling into each attribute by yourself. |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.23 17:55:00 -
[25] - Quote
Moving forward with Corporate Role ideas
R&D Director -----|---------->Weapons Specialist (Tier 1) Weapon Component Salvage Support (1% higher chance of receiving officer weapon per level) (Tier 2 Unlocked lvl 5 ^) Weapon Replication (2% higher chance of successful weapon replication in storage depot) (Tier 3 Unlocked lvl 5 ^) Weapon Munitions Management (2% larger ammo pool reverse for all weapons in corp; 10% decrease in weapon ammo cost to corporation.
-----|---------->Dropsuit Protocol Design (Tier 1) Sensor Development (2% bonus to dropsuit scanning radius of all corp members per level) (Tier 2) Biotic Module Development (1% bonus to all biotic module efficacy of all corp members per level) (Tier 3) Systems Protocols Design (1% bonus to dropsuit cpu and pg of all corp members per level) *I like the risk associated with last second suit invalidation on this last tier. It increases the importance and risk of leaning on such a corp member in a PC environment.
-----|---------->Medical Response Coordinator (Tier 1) Nanite Injector Adaptation (2% bonus to efficacy Nanite Injector revives) (Tier 2) Medical Respondent Survivability (1% bonus to self repair with repair tool active on target) (Tier 3) Repair Tool Enhancement (1% bonus to repair tool efficacy on target)
-----|---------->Vehicle Specialist (Tier 1) Vehicle Engineering (2% bonus to torque and speed output per level) (Tier 2) Vehicle Cooldown Management (2% bonus to vehicle module cooldown per level) (Tier 3) Vehicle Systems Design (1% bonus to vehicle cpu and pg of all corp member vehicles per level)
Again these skills can be lost or significantly diminished if the corp member or consultant providing these skills leaves your service. |
Oso Peresoso
RisingSuns
643
|
Posted - 2013.08.23 18:10:00 -
[26] - Quote
Jadek Menaheim wrote: Corporations pay for various logistical and operational costs with recurring weekly payments. Such things may include transportation, network communication subscriptions, ammo use, and weapon licensing. However, the cost of these thing may be offset by investing into skills within the corporations tab. Attributes such as efficiency management and distribution networking would offer price cuts over time that would assist you in keeping your corporation solvent. Without proper skill investment, these costs would make it very difficult to maintain a lone wolf corporation and purchase the necessary equipment to remain competitive on the battlefield.
Absolutely not. This is a terrible idea. There is nothing wrong with creating a single person corporation in Dust or Eve either for personal preference or specifically as a tax-dodge, and there is absolutely no reason to impose arbitrary maintenance costs for any corporation (or to require skills to reduce such costs). What you're proposing has no precedent in Eve and all, precisely because it arbitrarily disincentives certain behaviors that players should be free to pursue. For active corporations with lots of programs and activities (vehicle reimbursement, corp battles, or in Eve, corporation hangar space, ship replacement, joint market ventures, corp logistics services), then there will already be plenty of overhead costs. Adding overhead costs just because "we need overhead costs" is harmful. If you want to run a shell corporation for you and your friends, or just yourself, there should be absolutely no strings attached. |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.23 18:20:00 -
[27] - Quote
Oso Peresoso wrote:Jadek Menaheim wrote: Corporations pay for various logistical and operational costs with recurring weekly payments. Such things may include transportation, network communication subscriptions, ammo use, and weapon licensing. However, the cost of these thing may be offset by investing into skills within the corporations tab. Attributes such as efficiency management and distribution networking would offer price cuts over time that would assist you in keeping your corporation solvent. Without proper skill investment, these costs would make it very difficult to maintain a lone wolf corporation and purchase the necessary equipment to remain competitive on the battlefield.
Absolutely not. This is a terrible idea. There is nothing wrong with creating a single person corporation in Dust or Eve either for personal preference or specifically as a tax-dodge, and there is absolutely no reason to impose arbitrary maintenance costs for any corporation (or to require skills to reduce such costs). What you're proposing has no precedent in Eve and all, precisely because it arbitrarily disincentives certain behaviors that players should be free to pursue. For active corporations with lots of programs and activities (vehicle reimbursement, corp battles, or in Eve, corporation hangar space, ship replacement, joint market ventures, corp logistics services), then there will already be plenty of overhead costs. Adding overhead costs just because "we need overhead costs" is harmful. If you want to run a shell corporation for you and your friends, or just yourself, there should be absolutely no strings attached.
Okay, I'm open to doing away with the idea of overhead costs. What do you think about transferable corporations skills that affect the game mechanics of production output, district defences, clone survivability, salvage bonuses, etc, etc. ? We're talking about corporate infrastructure mechanics as a whole here, and tax is only one facet of that picture. |
Jadek Menaheim
WarRavens League of Infamy
34
|
Posted - 2013.08.23 18:50:00 -
[28] - Quote
Oso Peresoso wrote:What you're proposing has no precedent in Eve and all, precisely because it arbitrarily disincentives certain behaviors that players should be free to pursue. For active corporations with lots of programs and activities (vehicle reimbursement, corp battles, or in Eve, corporation hangar space, ship replacement, joint market ventures, corp logistics services), then there will already be plenty of overhead costs.
What's wrong with trying something new and innovative. The reasoning behind facility maintenance cost is simply the idea of investing money to make money. District Garages serve a role of producing BPC's of vehicles (all modules included), weapons, and installations placed within them. These BPC's can be distributed to members throughout the corp or sold on the player market. If a garage can be maintained and defended it will translate toward greater profits for the corporation.
Essentially its a limited form of mining for Dust players. |
Jadek Menaheim
WarRavens League of Infamy
51
|
Posted - 2013.08.26 23:04:00 -
[29] - Quote
What do people think about the idea of skill sharing with a consultation mechanic? |
Jadek Menaheim
WarRavens League of Infamy
102
|
Posted - 2013.09.25 04:04:00 -
[30] - Quote
With the new developments regarding Corporation Roles in update 1.5, I am curious to get people input on the 'consultation' role idea, or multi-shared attributes which can be held between players, corporations, or other various entities.
Any feedback is always appreciated. |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |