Vell0cet wrote:...First I agree with new players having 0 cap until some level is established (somewhere around 2-5 million SP).
Next I would like to see a decay mechanism implemented for the SP rollover. You have your weekly SP pool that can benefit from boosters as well as a bank that (a. either canGÇÖt be boosted, or b. can be boosted with a different booster that has a reduced maybe 1.3x active SP). Every week the unused weekly SP is dumped into the bank and all SP in the bank is reduced by some percent (say -20%). Your weekly pool will be drained first, and only until you cap out will you start to burn through your banked SP. Events would only affect the weekly SP and not any banked SP.
This system has the benefit of rewarding/incentivizing regular gameplay, but giving people who have taken a break an increased incentive to return and play to help catch up. The following is an example of someone who takes a 8 week vacation from DUST with a 20% decay rate:
Week 1: 190,000 Weekly SP not used
Week 2: 190,000 Weekly SP not used 190,000 banked, 0 SP destroyed
Week 3: 190,000 Weekly SP not used 342,000 banked, 38,000 SP destroyed
Week 4: 190,000 Weekly SP not used 463,600 banked, 68,400 SP destroyed
Week 5: 190,000 Weekly SP not used 560,880 banked, 92,720 SP destroyed
Week 6: 190,000 Weekly SP not used 638,704 banked, 112,176 SP destroyed
Week 7: 190,000 Weekly SP not used 700,963 banked, 127,741 SP destroyed
Week 8: 190,000 Weekly SP not used 750,771 banked, 146,193 SP destroyed
Week 9: 190,000 Weekly SP IS USED, 790,616 in bank, 150,154 SP will be destroyed if bank isnGÇÖt depleted
LetGÇÖs assume the player takes a week off work and grinds up her weekly SP plus her full banked SP. She will have 980,616 SP from the weekly SP + the banked SP. If she had capped out every week she would have 1,710,000 SP over those same 9 weeks (excluding boosters). I think this is a reasonable gap that is enough to incentivize play without punishing people who miss a week or two very harshly, but still allow for players to catch up a significant amount of SP when they come back. If the player ran a "Banked SP Booster" (assuming a boost rate of 1.3X), she could have closed that gap, receiving 1,217,801 SP on week 9. The key to the new booster is that it must never be advantageous (i.e. cheaper) to bank up SP over keeping up with the regular Cap, but could provide additional revenue for CCP that would otherwise not be there.