
Fubarski
Caldari Centauri Project
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Posted - 2007.03.29 13:24:00 -
[1]
Wrong. Wrong, wrong wrong.
You're attempting to rationalize RL economics in a game world that does not support it. Period.
For instance, your so-called "patents" are enforced via game mechanics. There is no way around these. In the actual world we live in, an item that provides such a definitive edge on the market is quickly reverse engineered, and either tweaked enough to get around the patent, or, just reproduced, and to hell with the patents. In that regard, patents can only be enforced ultimately by rule, or threat of force.
On top of that, in the real world, there are checks and balances in place to prevent a monopoly, wherein collaboration between producers (BPO holders) tie the price up in knots. Monopolistic practices doesn't mean one group owns all. It just means an unfair amount of control over a product.
To say that you don't need tech2 for anything is laughable as well. Every single frickin ship setup you look at, that isn't quickly shot down by the player-base... is tech2 (or mostly T2) Sure, you can do anything... but then again, if I do everything perfectly, I can win the World Rally Championship in a stock Toyota. (T1) Just makes it a lot more feasible, and reasonable to buy a modified rally version (T2).
If you want to say "I want a money printing press" that's fine. I like sandbox games, but in that regard, CCP needs to open that avenue up.
You want to produce T2? Fine. I want to flat out research T1 BPO's, using the skills relevant, to improve upon an existing design.
You want a free handout BPO through a lottery system? I want a system wherein a 10mil industry character can actually modify an existing ship setup via the Tech1 Blueprint, and then start edging you out of business as they achieve what T2 does, and beyond.
If you want a sandbox design, that's fine. But don't screw around with it, and look at half measures and lock-ins. It shouldn't work that way. If you want to say the market is competitive, or a "luxury", I want the luxury of knocking you out of business by producing a better product.
I want to be able to add slots to ships, increase the resistances through research, improve speed, handling, and targeting systems, through industrial research and production skills. Gimme that in-game capability, and you can keep your T2 market.
Give mechanic heavily skilled players the ability to parts-bin stuff from ship A, and stuff it with duct-tape and bailing wire, into ship B. Again, it opens the market a bit more.
If players who come into the game have such a high hurdle to reach to "compete" with other players in a PvP game, then the game loses its attractiveness to them.
Anyways, I highly doubt you want a true sandbox economy without game mechanic restrictions on your "patent", so you're really just complaining about a rules-set that shouldn't exist in the first place.
Buy T2 item>reverse engineer>improve/change>produceT2a/b/c is what needs to happen. Not Buy T2>Buy T2>Buy T2>Buy T2. That's not how economies work.
Fubarski
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