Winsaucerer
The Southern Legion
27
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Posted - 2013.03.15 05:02:00 -
[1] - Quote
Apologies if this has been addressed. My main concern or question is about the income being balanced with EVE Online. I want this balanced so that we can hurry up and allow ISK transfers between the economies!
It seems that there is some sort of built in limit to how much corporations can control (which I think is great in principle!). Let us say that a corporation on average can maintain N districts per player (where very likely N < 1). Number of districts that can be controlled will be limited by at least these two factors, though they are probably the most important: 1. How many fronts the corporation can manage to fight on simultaneously 2. How many clones are produced in order to be able to attack other districts
So what is a reasonable estimate for N? Perhaps you guys have estimated this already, in which case you can plug that value in. Let's say a corporation can manage 1 district per 30 or so players. This is probably optimistic for your average corp, but pessimistic for a very active corp. That is, from 30 or so players, this means you will have enough numbers to be able to form a full defence squad each day, with reasonable quality players. This gives us an estimate of N = 1/30.
Each district produces 40 clones, or 60 with an upgrade, so let's set it optimistically to an average of 50 clones per district per day. Each clone has a sale price (if I understand correctly) of 100,000 ISK, or 0.1 mil ISK.
That gives us a profit per player in the corporation of around (N * 50 * 0.1) in millions. Other sources of income include public battles, though the income here is negligible compared to EVE Online profits. There are also the profits from winning district control battles, but I will exclude these from the estimate for a simple reason -- profits gained in district control battles are taken from other players. This does not represent increased wealth in either ISK injections OR item injections (by contrast, mining in EVE adds minerals to the game, missions add ISK and salvage). It merely shuffles around (with attrition) the wealth in a part of the game. So I think we can reasonably estimate an average income per player by excluding this. In fact, since wealth is removed from the game due to a battle, the estimate I provide will I expect be higher than the actual. That is, the estimate of wealth per player per day is a maximum for a well chosen N.
Now for some incomes: N = 1/30 = 167k per player per day N = 1/16 (for your more active corp) = 313k per player per day
Perhaps we need to be more optimistic and estimate a tight knit group of 16 players that's available for two or three battles a day, fighting a defensive war on a few fronts, allowing them to control upwards of 10 districts (since they don't get attacked at all districts at once). In this case:
N = 10/16 = 3.13 mil per player per day
Remember that this is a maximum estimate for the chosen N. Of course, there will be anomalous corporations that do particularly well, but as I mentioned this success will involve wealth transfer rather than creation.
So in summary, it seems to me that these profits are woefully inadequate to compete with EVE Online. Planetary Interaction in EVE Online (pessimistically) can generate perhaps 1 mil per planet in high sec for very minimal work, and let's say 4 planets for a relatively unskilled player. That's 4 mil per day for one character that has no risk involved, and takes nowhere near the skill or effort that district control will take. Have I missed something? Or misunderstood something important?
I want ISK transfer between these games, so if my analysis is right, let's please get the profits higher :) |