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[Solved] Free Solar Rail Network Initiative


Jathniel
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Warbros still exists as Warbros Prime, for those that chose not to abandon the game, but they're not competing for top spot in events any more. At the time leaving competition for events functionally meant leaving for a Moon Clan.

 

 That sounds like pansy talk.

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To be fair, the tax applies to income for missions run into the Dark Sectors; let's say you pull off 30k credits and let's say 70 Oxium and the taxes are 10% and 5% respectively, you still make it out with 27k credits and ~67 Oxium.

 

The entry fee is in credits and unless the controlling Alliance are complete morons about it, it shouldn't even be that high. Hell, just think the number of people who'll want to run those missions : even with an entry fee of 500 credits, you only need 1000 players (or 250 teams) to run that Sector to gather half a million credits. And considering a lot of those runs can be done simultaneously, this means it'll rapidly be gathered.

 

And 500 credits is the price for 25 scanners, which are dirt cheap... and an amount you're more than likely to recuperate on your run anyway.

 

So, if anything, overtaxing will have alliances AND players trying to take down those rails quick; undertaxing means that the Alliance will, at some point, need to release their hold unless they want their rarer ressources being slowly drained away.

 

In either case, a lot of people will surely vye for control just for the sake of being in charge of it. In the end, the singular player will only have to worry about an entry fee and a slightly reduced income that is, in theory, already outpacing anything they could make on the current planet once all taxes are deduced.

 

It'll mostly be a battle to be holding an inter-stellar stick with your name on it; for those who fight for or against the current ownership, it's a competitive activity; for the lone Tenno who just wants to run a Dark Sector, it's just a node with an easily recoverable entry fee.

Edited by Wiegraf
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Yee-ha, this promises to be at least twice as exciting as contested nodes!  The last beloved gameplay update which really ramped up the fun so much I had to go on hiatus until now.  Now that melee 2.0 is here, I really, really hope some gameplay updates emerge that revolve around skill based objectives against meaningful challenges/opponents/ai.  This solar railway concept is an uninspired direction to take clan/dojo development and I'm not looking forward to it.

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To be fair, the tax applies to income for missions run into the Dark Sectors; let's say you pull off 30k credits and let's say 70 Oxium and the taxes are 10% and 5% respectively, you still make it out with 27k credits and ~67 Oxium.

 

The entry fee is in credits and unless the controlling Alliance are complete morons about it, it shouldn't even be that high. Hell, just think the number of people who'll want to run those missions : even with an entry fee of 500 credits, you only need 1000 players (or 250 teams) to run that Sector to gather half a million credits. And considering a lot of those runs can be done simultaneously, this means it'll rapidly be gathered.

 

And 500 credits is the price for 25 scanners, which are dirt cheap... and an amount you're more than likely to recuperate on your run anyway.

 

So, if anything, overtaxing will have alliances AND players trying to take down those rails quick; undertaxing means that the Alliance will, at some point, need to release their hold unless they want their rarer ressources being slowly drained away.

 

In either case, a lot of people will surely vye for control just for the sake of being in charge of it. In the end, the singular player will only have to worry about an entry fee and a slightly reduced income that is, in theory, already outpacing anything they could make on the current planet once all taxes are deduced.

 

It'll mostly be a battle to be holding an inter-stellar stick with your name on it; for those who fight for or against the current ownership, it's a competitive activity; for the lone Tenno who just wants to run a Dark Sector, it's just a node with an easily recoverable entry fee.

Doesn't matter if the cost is easily recoverable.

A bunch of people simply don't want to pay it.

It literally, just puts people in each other's way.

Why can't a clan set up a rail, and just tax it's own members for it's use? They can make a load of money, without bugging other people or being in other people's way. The clan's can still make plenty of resources for the vaults, right from their own members.

Another clan could make it's own rail and do the same thing, and it'll work out great, since now there is a form of passive income for the clan, and no one is being bugged by it. Clans would be able to work amongst themselves their own tax rate, and complaints would be to a minimum, since they'd be playing WITH and FOR their friends and people they actually like and get along with.

As it is now, those same groups of people simply playing and having fun with each other, are now going to interfere with other groups that are simply doing the same thing. Wanting to have projects to work on in game, and play with their friends.

 

We're all Tenno, but we're not all friends. 

I only want to play with my friends, or play competitively with pleasant company.

Why do we even have "Online", "Private", "Invite Only", and "Solo" modes, if core aspects of the game won't be under those same categories?

If we wanted to make Warframe a gigantic hostile server, where other people are there 'so deal with it', then we should have simply done so.

Simply put, when I'm doing my farming. I do it alone, or I do it with friends.

Other people having undue influence on what we want to do is not pleasant.

I think a better implementation for "taxes" would be for it to be only over members within a clan, and for it to apply to ALL missions done by those members on ALL nodes. In turn, apply maintenance costs for the dojos and the various systems within them, that would scale according to clan size, level of usage, and activity. Maintenance for the rails would apply as well.

The competition between clans could turn into who has their house in order the best, with money from clan taxes being used to maintain and build dojo systems, solar rails, and whatever future endeavors are introduced at their own pace, depending on their scale. THAT would be fun. Clans would rise and fall depending on their leaders general competence, and players may leave some clans over excessive tax rates or other aspects for other places that may have a better running system of things. Introduce politics like that if you HAVE to introduce it at all.

But this aspect of deliberately putting people in each other's way, when it comes to sheer character progression is very annoying, and is going to do little more than test people's patience with other people, and with the incessant grinding just to maintain rail.

I've seen a system like this in Dust514 on Play Station 3. Where players would compete in a mode called "Planetary Conquest" to own districts on planets within the EVE universe. This quickly became a burden for the majority players that had lives to live, because of the timing of the matches and attacks on the districts.

Getting text messages and phone calls at 3am because of scheduled matches to defend a district.

It got excessive, and timers were introduced.

Even after the introduction of district timers, attacks and defends didn't stop, and the game felt like a job for most. Most of the original players from that point don't even play Dust anymore, myself included.

If the competitive aspect of this solar rail system is not seriously reconsidered. Over time, once the competition gets hot, you're going to have people quitting, whether they win or not.

It's a game, not a job.

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