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- Jul 9, 2019
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- #1
For those who have read the Fixing Resistance RP for Good found within the suggestions, maybe you came across my post within it, which not only supported the idea but offered a more broad range of changes which can be done to improve the current state of Willard. Some of you who have been around for a year or even just a few months or longer will most likely be aware that the Economy can be quite a heated topic of conversation.
Unlike most "Hot" topics, the Economy is probably the one you will find the least information and arguments about since most people try to avoid such a discussion around it... or feel their opinion may be outright ignored.
Taking a bit of a copycat style of M!NT, let's look at some graphs to identify the current workings of the Economy.
Problem Statement:
Economy is split causing no viable loop to form. Money comes in and out of an infinite void of funding with no means to an end.
Cause #1: Split Economy

Do you notice anything wrong with the above graph?
If you did good job if you didn't do well let me point it out. Both sides of the Economy both Rebels and literally everyone else is split. Rebels are left with 1 clear cut avenue to gain money which involves fuck tons of grinding while citizens have nothing to spend their money on other than stores they potentially end up not even using (Which once again, will be a different suggestion for stores to majorly rework them among other things like work cycles and rations.)
There is 2 individual economics operating without any feedback into one another. They effectively sit around ignoring each other. While you could fix this by say... making BMDs convert your credits or chips to one or the other, this would barely solve much of an issue at all.
But hold up you might say, why is this an issue? Well first let us ask ourselves how Economics work and the general basis of a good working economy, especially ones in video games. Now first of all, while games are meant to escape real-life values, there's one thing you cannot ignore... natural rules.
In the current setup of Willard, you got something like this:
Money in Willard holds no value and no meaning and because of the cut of the 2 economies, Rebels only have 1 path to get money. Citizens have more but are still locked off. No bribing, no paying off mercs to do your dirty work, etc. 2 different eco's simply make it harder to do anything interesting.
Cause #2: No loop
Below I will present another graph to you. One which shows the potential of what a loop can do and what having no loop ends up doing.
First, the no-loop graph:

You may look at this and go "HEY! This IS a loop". Sure a loop if you fail to consider that the loop stops the moment you sit around and save all day with the only way it goes back is if you spend or die. Thus meaning there is 2 breaking points here... well how on earth do we fix this? Well before I tell you that, what if I told you there is actually 3 breaking points, not 2. If you immediately saw the fact there is 2 places this loop can break, then good but you may of defiently failed to see the third... guess what it is?
If you answer is seemingly towards the middle of the graph then you are pretty much staring right at it, the infinite void of funding is our 3rd breaking point.
In real life, the physical money you may hold could be new, but more than likely 1000s of people have held that exact same note you hold in your hands right now, passed down from customer, to shopkeep, to bank, to a company, to another person. At no point does the money "Magically" disappear into a void and then reappear. This is a loop in real life where money goes from person to person consistently.
Now what about the above graph, it is still looping round right? Well that third breaking point is the one which always ends up being triggered 100% of the time without fail because anytime it "loops" round, that money is effectively gone... reduced to atoms. And when you go get your ration or sell to the smuggler, you just made some new cash pop out of thin air that no one has ever held before you. Its entirely new money with the old constantly being wiped from reality never be seen again.
Now lets look at a proper loop of Economy.

There we are, a complete loop where one way or another, money alreadys ends up back into the hands of the Cities budget and never back into the money making and money eating void. Once that money is in, it will stay rotating around the server in a consistent loop. Sure, you may save and "hold that money up" in the loop but it will never truly break it as even savings don't sit around doing nothing forever unlike current setup where it indeed can.
That I shall explore in another suggestion, one that some may not love nor like, but one which ensures the Economy never becomes stale and is always on rotation. Something which gives you something to spend your funding on other than just rent/tax mind you.
But anyway, essentially what we got here is once the money goes out of that "void" we mention many times already before, it never goes back in to magically fade... unless lets say the people managing the City Budget pay some event/admin character for a bonus or something to the City to which yes... it will fade into a void but I guess that just means that the budget of the City won't just keep growing til the end of time with some stopper in the way.
This also allows for proper inflation markup and markdown as well as give the CCA the option to go real-life politics mode and enjoy the fullest of economics... within certain boundaries as to not piss off the entire playerbase into deprevation.
Overall, this is 1 currency where EVERYONE can draw from and because you all share the same currency, paying off rebels as a civ or even CCA to kill someone is possible. Playing corrupt CP and being bribed with an actual useful currency to you is now more widely accessible. More than 1 avenue opens up for not only rebels, but citizens to when it comes to collecting funds. Even the CCA, CMU and CWU all have funding to play with as the Economy becomes player reliant just like traditional CW servers. A huge emphasis on RP to focus on here ontop of the rebel changes and soon there is more suggestions to combe affecting everyone on the wider scale.
If I was to post my whole list of rebel changes, that would probably take at least 10 essays worth of your time. So I am cutting this down into individual threads...
But with that said. There are some actual solutions I would like to propose
Short Term solutions:
Jumping straight to short term, there is not much we can do as there is a lot of work to be done to make this work properly. Its a shame but maybe you have some ideas.
Long Term Solution:
To be plain, reworking the whole economy and its subsequent systems to ensure that everything runs off of a budget rather than a infinite void of funding. There is more than just this change to be made to make this work, but with a combined effort of merging the 2 economies into 1, changing the way BMDs work, changing how smuggling, trash and other such system work, reworking stores, rent and even tax will create a far more fair and balanced economical system.
And yes, while it may feel like I am aiming for Real-Life... I am actually trying to create a more fun system which encourages more and more RP and player to player interaction, as well as factions having to rely on each other and their fellow CCA. Interconnecting everything with the use of money.
See you soon on my next... 5 or so threads.
CREDIT:
@M!NT for the format and style... also for the idea of graphs for representation
Unlike most "Hot" topics, the Economy is probably the one you will find the least information and arguments about since most people try to avoid such a discussion around it... or feel their opinion may be outright ignored.
Taking a bit of a copycat style of M!NT, let's look at some graphs to identify the current workings of the Economy.
Problem Statement:
Economy is split causing no viable loop to form. Money comes in and out of an infinite void of funding with no means to an end.
Cause #1: Split Economy

Do you notice anything wrong with the above graph?
If you did good job if you didn't do well let me point it out. Both sides of the Economy both Rebels and literally everyone else is split. Rebels are left with 1 clear cut avenue to gain money which involves fuck tons of grinding while citizens have nothing to spend their money on other than stores they potentially end up not even using (Which once again, will be a different suggestion for stores to majorly rework them among other things like work cycles and rations.)
There is 2 individual economics operating without any feedback into one another. They effectively sit around ignoring each other. While you could fix this by say... making BMDs convert your credits or chips to one or the other, this would barely solve much of an issue at all.
But hold up you might say, why is this an issue? Well first let us ask ourselves how Economics work and the general basis of a good working economy, especially ones in video games. Now first of all, while games are meant to escape real-life values, there's one thing you cannot ignore... natural rules.
In the current setup of Willard, you got something like this:
- Money exits the infinite void of money called 'The Server' into a players character whether it be getting your rations or selling items to a smuggler
- This money then sits in your account, you may choose to spend it or save up.
- As you buy items or save up, you are giving and taking from the infinite void of the server on repetition.
- This money from your character may fall into another character's hand where they either spend it at the smuggler or Admin BMD where the Chips return to the void
- Same thing with Credits, you spend your credits on the shopkeep who then has those taken off of him by the infinite void of funding via the rental system.
Money in Willard holds no value and no meaning and because of the cut of the 2 economies, Rebels only have 1 path to get money. Citizens have more but are still locked off. No bribing, no paying off mercs to do your dirty work, etc. 2 different eco's simply make it harder to do anything interesting.
Cause #2: No loop
Below I will present another graph to you. One which shows the potential of what a loop can do and what having no loop ends up doing.
First, the no-loop graph:

You may look at this and go "HEY! This IS a loop". Sure a loop if you fail to consider that the loop stops the moment you sit around and save all day with the only way it goes back is if you spend or die. Thus meaning there is 2 breaking points here... well how on earth do we fix this? Well before I tell you that, what if I told you there is actually 3 breaking points, not 2. If you immediately saw the fact there is 2 places this loop can break, then good but you may of defiently failed to see the third... guess what it is?
If you answer is seemingly towards the middle of the graph then you are pretty much staring right at it, the infinite void of funding is our 3rd breaking point.
In real life, the physical money you may hold could be new, but more than likely 1000s of people have held that exact same note you hold in your hands right now, passed down from customer, to shopkeep, to bank, to a company, to another person. At no point does the money "Magically" disappear into a void and then reappear. This is a loop in real life where money goes from person to person consistently.
Now what about the above graph, it is still looping round right? Well that third breaking point is the one which always ends up being triggered 100% of the time without fail because anytime it "loops" round, that money is effectively gone... reduced to atoms. And when you go get your ration or sell to the smuggler, you just made some new cash pop out of thin air that no one has ever held before you. Its entirely new money with the old constantly being wiped from reality never be seen again.
Now lets look at a proper loop of Economy.

There we are, a complete loop where one way or another, money alreadys ends up back into the hands of the Cities budget and never back into the money making and money eating void. Once that money is in, it will stay rotating around the server in a consistent loop. Sure, you may save and "hold that money up" in the loop but it will never truly break it as even savings don't sit around doing nothing forever unlike current setup where it indeed can.
That I shall explore in another suggestion, one that some may not love nor like, but one which ensures the Economy never becomes stale and is always on rotation. Something which gives you something to spend your funding on other than just rent/tax mind you.
But anyway, essentially what we got here is once the money goes out of that "void" we mention many times already before, it never goes back in to magically fade... unless lets say the people managing the City Budget pay some event/admin character for a bonus or something to the City to which yes... it will fade into a void but I guess that just means that the budget of the City won't just keep growing til the end of time with some stopper in the way.
This also allows for proper inflation markup and markdown as well as give the CCA the option to go real-life politics mode and enjoy the fullest of economics... within certain boundaries as to not piss off the entire playerbase into deprevation.
Overall, this is 1 currency where EVERYONE can draw from and because you all share the same currency, paying off rebels as a civ or even CCA to kill someone is possible. Playing corrupt CP and being bribed with an actual useful currency to you is now more widely accessible. More than 1 avenue opens up for not only rebels, but citizens to when it comes to collecting funds. Even the CCA, CMU and CWU all have funding to play with as the Economy becomes player reliant just like traditional CW servers. A huge emphasis on RP to focus on here ontop of the rebel changes and soon there is more suggestions to combe affecting everyone on the wider scale.
If I was to post my whole list of rebel changes, that would probably take at least 10 essays worth of your time. So I am cutting this down into individual threads...
But with that said. There are some actual solutions I would like to propose
Short Term solutions:
Jumping straight to short term, there is not much we can do as there is a lot of work to be done to make this work properly. Its a shame but maybe you have some ideas.
Long Term Solution:
To be plain, reworking the whole economy and its subsequent systems to ensure that everything runs off of a budget rather than a infinite void of funding. There is more than just this change to be made to make this work, but with a combined effort of merging the 2 economies into 1, changing the way BMDs work, changing how smuggling, trash and other such system work, reworking stores, rent and even tax will create a far more fair and balanced economical system.
And yes, while it may feel like I am aiming for Real-Life... I am actually trying to create a more fun system which encourages more and more RP and player to player interaction, as well as factions having to rely on each other and their fellow CCA. Interconnecting everything with the use of money.
See you soon on my next... 5 or so threads.
CREDIT:
@M!NT for the format and style... also for the idea of graphs for representation