Economics: Trade Tariffs and Docking Fees

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Economics: Trade Tariffs and Docking Fees

Postby MaxShields » Sat Aug 24, 2013 1:15 am

I may be asking to peer pretty deep into your bag of tricks, but since I have the attention span of a goldfish with ADHD, I might as well get it out now.

From what I can gather of your building and personnel management mechanism, there will be some form of resource collection/generation process at play in order to finance the player's activities. This suggests some interesting economic play opportunities:

1. The most obvious is skimming a return of the profits from any overtly commercial module module installed on the station, such as restaurants on the promenade, starship refuelling (e.g. space gas station), mining refineries, etc.

2. Exploiting revenue from docking fees. Smaller hangars can only accommodate small craft, thereby reducing the station's attractiveness to commercial starships who would need multiple runs of smaller ferry craft to load/offload their passengers and cargo.

3. As the station is likely a representative of some form of local or interplanetary governmental system (or a rogue pirate station, yaar!), it must exert some form of administrative function with the aim of collecting revenue for the said government. Customs stations and agents could extort, erm, collect taxes and import tariffs on shipments, search for contraband, etc. While most of the fees collected would end up in the governmental treasury, some return on effectiveness would be sent back down or collected directly by the station to facilitate its operations and maintenance.

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Re: Economics: Trade Tariffs and Docking Fees

Postby Adam » Mon Aug 26, 2013 3:31 pm

Great ideas! Our early discussions in this respect revolved around allowing for the player strategy to make yourself a hub for visitors of various kinds. Not only does this offer possibilities for making a profit on people, but it also makes the recruitment officers' job easier. But, it also poses a greater security risk and has certain infrastructure requirements to pull off. So, we feel like there's definitely some interesting gameplay there and we'll definitely be exploring it further.

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Re: Economics: Trade Tariffs and Docking Fees

Postby PensiveElephant » Mon Sep 02, 2013 11:41 am

MaxShields wrote:(...)
3. As the station is likely a representative of some form of local or interplanetary governmental system (or a rogue pirate station, yaar!), it must exert some form of administrative function with the aim of collecting revenue for the said government.


You could also do the reverse - rather than your administrative government requiring your station to produce revenue, it could ask to perform a particular service and subsidise your space station for that.

In fact, you could have a neutral space station and offer services to various other entities. Production/research/military production - you name it. It would then be interesting to find yourself in a situation where your benefactors' requirements change and you are forced to adapt your station design.

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Re: Economics: Trade Tariffs and Docking Fees

Postby MaxShields » Mon Sep 02, 2013 11:46 am

@Pensive: that's an interesting spin. It would certainly encourage players that are flexible and keep some capacity in reserve to meet new requirements.

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Re: Economics: Trade Tariffs and Docking Fees

Postby PensiveElephant » Mon Sep 02, 2013 8:15 pm

MaxShields wrote:@Pensive: that's an interesting spin. It would certainly encourage players that are flexible and keep some capacity in reserve to meet new requirements.


Or to change alliances - it might sometimes be better to seek out help from a different power than restructure your entire base design.

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Re: Economics: Trade Tariffs and Docking Fees

Postby aunshi » Mon Sep 02, 2013 11:26 pm

On a related note; will there ne allied ships in your area? will you have contact with them, co-ordinating operations etc.? How about providing assistance to them with re-supply, shore leave and assisting with medical emergencies?

Was thinking you could have different types of ships assigned to you sector. For example if your base becomes an important trade hub, liable to Piracy, your superiors might assign a Federation style Escort vessel (we don't do warships) to the area to protect the trade ships. Perhaps deep space exploration vessels will use your station as a jumping off point, returning months down the line with discoveries of new worlds and alien races (and potentially bringing back new diseases/ancient alien artifacts of doom/paracitic lifeform which controls the host). Or a science vessel exploring nearby space phenomenon. Basically a number of different ships which, if supported by your base can provide you with potential advantages/new and exciting ways to end all life as we know it.

intergalactic criminals and bounty hunters could be fun too.

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Re: Economics: Trade Tariffs and Docking Fees

Postby MaxShields » Tue Sep 03, 2013 12:53 am

@aunshi: what a cool idea!

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Re: Economics: Trade Tariffs and Docking Fees

Postby Adam » Tue Sep 03, 2013 10:52 pm

aunshi wrote:On a related note; will there ne allied ships in your area? will you have contact with them, co-ordinating operations etc.? How about providing assistance to them with re-supply, shore leave and assisting with medical emergencies?

Was thinking you could have different types of ships assigned to you sector. For example if your base becomes an important trade hub, liable to Piracy, your superiors might assign a Federation style Escort vessel (we don't do warships) to the area to protect the trade ships. Perhaps deep space exploration vessels will use your station as a jumping off point, returning months down the line with discoveries of new worlds and alien races (and potentially bringing back new diseases/ancient alien artifacts of doom/paracitic lifeform which controls the host). Or a science vessel exploring nearby space phenomenon. Basically a number of different ships which, if supported by your base can provide you with potential advantages/new and exciting ways to end all life as we know it.

intergalactic criminals and bounty hunters could be fun too.


Definitely an interesting idea! It would be easy to see how your relationship with certain factions would provide you with these new opportunities/problems! So, not only would mission destinations be on-astrobase or on a planet, but revolving around certain ships as well!

Will definitely consider that as a source to draw some missions from. Thanks!

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