I'd like to see a system whereby any product produced for every given corporation has an estimated sell ratio outside actual player purchases, since the universe is bigger than the players inside it.
Say, there is a "demographic" interest in different area, calculated with things like age, gender, culture and financial interest.
From this, it's estimated how much of a product is sold every year. Interest can fall and rise.
From this, a corporation can continue to work by recieving resource points per any given period and from this, people can manufacture within a 20% ratio of whatever they've made.
This will encourage the production of small goods from corporations who usually just spit out weapons or a range of products to meet "demographics" (which aren't shared with players unless they donate resource points in exchange for 'research').
It sounds complex but it's amazingly simple if you pool the numbers annd decide to produce a formula but it also means every demographic actively played needs to produce three numbers:
Financial aspect (can people afford stuff?)
Demograph range (A means highest class/money per person, Z means lowest. Three would suffice usually.)
EXAMPLE:
From this, we can icertain corporations have lots of money and high intelligence. We can also see from the astericks (11*F%, under X) that foreigners or outsiders' financial assets can vary greatly but from the hostile index (30H%) that outsiders are also aggressive and will probably be the biggest buyers in weaponary.
This information is hidden from players.
It is revealed in PM if they "drop" resources for research which funnels back to governments and institutions. Or maybe there's an added tax onto the price of the product. One or the other.
If the product meets a specific demograph or would appeal to groups and would sell well, a return would be given so the corporation would get resource points from non-players.
...I guess it's complex.
But if a good formula were made, this could work well, especially in places like Nelepsia.
Say, there is a "demographic" interest in different area, calculated with things like age, gender, culture and financial interest.
From this, it's estimated how much of a product is sold every year. Interest can fall and rise.
From this, a corporation can continue to work by recieving resource points per any given period and from this, people can manufacture within a 20% ratio of whatever they've made.
This will encourage the production of small goods from corporations who usually just spit out weapons or a range of products to meet "demographics" (which aren't shared with players unless they donate resource points in exchange for 'research').
It sounds complex but it's amazingly simple if you pool the numbers annd decide to produce a formula but it also means every demographic actively played needs to produce three numbers:
Financial aspect (can people afford stuff?)
Demograph range (A means highest class/money per person, Z means lowest. Three would suffice usually.)
EXAMPLE:
Planet X
Overall-
Economy: Good (INDEX 75)
Crime/Hostile: Moderate (INDEX 30)
Intelligence: Moderate (INDEX 40)
Index value reperesents how the area shown compares against those around it. This value is static. Values 0-100 reperesent normal areas. Values over 100 or under 0 reperesent radical changes such as bankrupcy, street-warfare and so forth. The three examples (Economy, Crime/Hostile, Intelligence) are only examples. More are expected.
F-Financial
H-Hostile
I-Intelligence
Note that percentages/blocks reperesent the slices to each demograph portrayed. More may be added (for example, a military faction).
- (A=Business/Corp)
(B=Higher)
(C=Middle)
(D=RepeatingCriminals)
(X=Non-Local)
A: 50F%, 10H%, 40I%
B: 30F%,20H%, 10I%
C: 9F% 10H%, 5I%
X: 11F*% 30H%, 45I%-
From this, we can icertain corporations have lots of money and high intelligence. We can also see from the astericks (11*F%, under X) that foreigners or outsiders' financial assets can vary greatly but from the hostile index (30H%) that outsiders are also aggressive and will probably be the biggest buyers in weaponary.
This information is hidden from players.
It is revealed in PM if they "drop" resources for research which funnels back to governments and institutions. Or maybe there's an added tax onto the price of the product. One or the other.
If the product meets a specific demograph or would appeal to groups and would sell well, a return would be given so the corporation would get resource points from non-players.
...I guess it's complex.
But if a good formula were made, this could work well, especially in places like Nelepsia.