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Mark Antony

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  1. Perhaps limit flying to once per week? Players will be arbitarging between the two economies heavily if there's opportunity to fly in-between every couple of hours.
  2. On the point of player interactivity with production of goods, I think the current avaliable jobs and further job should be the ones to ''mine'' these resources. In turn the current all encompassing 'businesses' can act as manufacturers or retail businesses. These manufacturers buy the goods necessary to create other goods that further on sell the produced retail goods to retail businesses that are then avaliable for consumption. The players should themselves decide the prices of these goods and a natural competition will occur with 'miners' (who will compete to sell the largest contra. most profitable quantity of supply), manufacturers (who will compete to find the cheapest contra. largest quantity of supply) and retail businesses.
  3. You need to simulate an actual commodities market, and everything else kind of falls into place from there. I don't think it would be too complicated to implement. There is already components for drug creation and so this could work in a much similar fashion. Allow each entity to place a SELL order for anything they want to get rid of, and BUY orders for anything they need. All entities can see all active orders. Both buy and sell orders' pricing should be determined by each particular entity, based on how much they want the order to be fulfilled. A station that supplies food and are rapidly dwindling should be willing to pay gargantuan sums for foodstuffs while one that has enough self-sealing stem bolts to supply the entire server should want to sell them cheap just to free up space in the warehouse. Each entity should be flexible on what they produce, but constrained in some way from being able to produce everything. Mines should not be able to make food but should be able to produce both iron and coal, depending on what the market forces say is worth more.
  4. The ultimate problem arises where valuable goods exchanged for money are created out of thin air. Mining ore or fishing on the server creates value out of thin air produced by the script. I think the solution to such would be the depreciation of tools needed to produce such goods. Fishing ores, fishing boats and similar items should have a deteriorating status attached to it. The production of these items should also have necessary goods attached to them. Simply a manufacturer needs wood to create a fishing ore and a business needs a fishing ore from the manufacturer to further sell onto an individual. The indivdual then uses the fishing ore to produce fish. Fish would then be an ingredient in food-related businesses who in turn serve a hungry individual (with a hunger meter or such) using the fish. Consuming the fish in turn turns something into nothing. Alas we have gone full circle from something appears from thin air to something disappearing from thin air and thus solving the problem of ''feigned'' value. The net profit in the total economic system would be zero. I think this is the absolute first priority if a proper economic system is to be realized. The natural order of supply and demand will occur and prices and goods will become realized at a natural level. After this, policy impact of government and financial institutions should be implemented.
  5. Having a bank interest will just negate the effects of taxation. They will cancel eachother out and so you will incur an inflationary status of money on the server. A better suggestion would be to have taxes regularly changed based on the current setting of the business cycle on the server; during periods of propserity taxes should be raised to discourage further inflation on the server. During periods of recession and recovery the taxes should be lowered to encourage purchases of assets (such as cars, businesses and homes) to raise inflation. To figure out if the server is in a recession or in prosperity there should be data made avaliable on growth in household assets, current household capital and % increase/decrease, increase in expenditure by household and further on the city government can use this data to make decisions regarding taxes. A theoretic expansion on these thoughts would be to have a monetary responsible bank that sets an artifical amount of money to be printed. This in turn would be lended out to households that in response would use the lended money to buy assets. This comes with a charged interest rate and this interest rate could be regulated to further control inflation. Inflation would also be met by the market, businesses should be able to control the prices of their assets to a certain degree (until the avaliable forementioned price = production cost of the business' item) and so forexample when facing a very expansionary fiscal and or monetary policy, business owners can prop up prices to meet the larger avaliable quantity of money.
  6. Do you have any idea what accessories 2 is for? I thought it was for wrist accessories but nothing appears regardless of what slot you pick. Is the right torso ID necessary for accessory 2 to show?
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