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Re: Tax OXP?
Posted: Thu May 03, 2012 3:14 pm
by ioannis
Switeck wrote:If you scrape the station while docking, I could understand paying a small "docking fee" tax for that.
Much other taxes are best left out. They will likely annoy the vet players and defeat the new players.
True, but since this would be an oxp, it would be added difficulty for those who would like some extra challenge, much like a good number of oxps out there.
There is a good number of players who seem to enjoy enhanced difficulty with regard to combat, I just thought that there might be some merit in adding difficulty in the economics of the game via oxp, contributing to a more "fluid" ooniverse.
There is already the Real Life Economics .oxp here:
https://bb.oolite.space/viewtopic.php?f=4&t=11790
I installed it, but haven't noticed much difference yet.
Re: Tax OXP?
Posted: Sat May 05, 2012 11:29 am
by Smivs
For those of you who still think there is no tax...
Re: Tax OXP?
Posted: Sat May 05, 2012 8:09 pm
by ioannis
So you got the bounty of 27 crand payed a tax of 125 cr to governmental taxes? Now that's actually very realistic, hopefully not many Finance Ministers are playing Oolite, because they might get ideas.
Still, though if the notion of taxes exist, perhaps they could be implemented in commodities as well. Here is what happened: I had captured some contraband goods including narcotics and firearms from destroyed pirate vessels, and when I got in the station, I was asked to hand them over. I hadn't checked the prices on the goods, and so I thought that there was a profit to be had from the sale of the contraband. Therefore, I bribed (successfully) the officer, and attempted to sell the contraband. Unfortunately for me, the cost of narcotics was only 1.7 credits, and so I only managed to get my bribery credits back by selling the firearms, without any real profit.
So, the tax could be a sort of game within the game, an extra point of difficulty to either "gamble" and attempt bribery, or play it safe and settle for a smaller profit margin.
As someone suggested earlier, it doesn't have to be defeating for the new player, as Harmless pilots could be "tax free", with an escalating percentage of taxes as the player progresses.
By the way, I bought some Galactic Navy bonds, it didnt sound like a good deal, I mean they mature after too many years, but hey, it was more like donating to the cause and all that.
Re: Tax OXP?
Posted: Sat May 05, 2012 8:50 pm
by SandJ
ioannis wrote:I bought some Galactic Navy bonds, it didnt sound like a good deal, I mean they mature after too many years, but hey, it was more like donating to the cause and all that.
Psst! A real "supporter of the cause" might want 25 bonds.
Re: Tax OXP?
Posted: Sat May 05, 2012 9:03 pm
by ioannis
SandJ wrote:ioannis wrote:I bought some Galactic Navy bonds, it didnt sound like a good deal, I mean they mature after too many years, but hey, it was more like donating to the cause and all that.
Psst! A real "supporter of the cause" might want 25 bonds.
That's some expensive patriotism.
Re: Tax OXP?
Posted: Sun May 06, 2012 7:56 am
by Eric Walch
ioannis wrote:That's some expensive patriotism.
Only patriots get discount on equipment
Re: Tax OXP?
Posted: Sun May 06, 2012 4:43 pm
by Commander McLane
Eric Walch wrote:ioannis wrote:That's some expensive patriotism.
Only patriots get discount on equipment
Keep in mind that originally the war bonds were intended as a way to waste some excess money. Personally I'm not too happy that (a) there is a limit on the number of bonds you can buy, and (b) there is a financial gain at all in buying them.
But then again, personally I think that the whole Galactic Navy.oxp is just wrong.
Re: Tax OXP?
Posted: Sun May 06, 2012 5:18 pm
by Cody
Commander McLane wrote:personally I think that the whole Galactic Navy.oxp is just wrong.
Ah, so I'm not the only one who thinks that... cool!
Re: Tax OXP?
Posted: Sun May 06, 2012 6:17 pm
by Gimbal Locke
It seems that the Galactic Navy OXP needs ADCK's Behemoths OXP, which is reported broken for Oolite 1.76.
Re: Tax OXP?
Posted: Sun May 06, 2012 6:41 pm
by cim
Gimbal Locke wrote:It seems that the Galactic Navy OXP needs ADCK's Behemoths OXP, which is reported broken for Oolite 1.76.
Aegidian's [wiki]Behemoth[/wiki] OXP also works.
Re: Tax OXP?
Posted: Sun May 06, 2012 6:54 pm
by Gimi
El Viejo wrote:Commander McLane wrote:personally I think that the whole Galactic Navy.oxp is just wrong.
Ah, so I'm not the only one who thinks that... cool!
Hm, I dropped this out of my game about a year ago. Became too dominant, the navy was everywhere and acted more like Police. I eventually decided I didn't like it.
I do like the concept of a Galactic Navy OXP though, but the current one doesn't fit within my game.
So, EV you are not alone by any means.
Annoying thing is, there are a few other OXP's that I would like to use that require Galactic Navy.oxp to be installed.
Re: Tax OXP?
Posted: Sun May 06, 2012 7:19 pm
by Cody
Gimi wrote:So, EV you are not alone by any means.
Very cool! Another thing that irks me about GN is the bloody sec-com systems plastered all over ClymAngus' otherwise excellent Vector Maps!
Re: Tax OXP?
Posted: Sun May 06, 2012 7:39 pm
by Lestradae
El Viejo wrote:Gimi wrote:So, EV you are not alone by any means.
Very cool! Another thing that irks me about GN is the bloody sec-com systems plastered all over ClymAngus' otherwise excellent Vector Maps!
Wouldn't it be possible to generate two sets of maps then - one with and one without the SecComs?
Re: Tax OXP?
Posted: Sun May 06, 2012 7:42 pm
by Gimi
El Viejo wrote:Gimi wrote:So, EV you are not alone by any means.
Very cool! Another thing that irks me about GN is the bloody sec-com systems plastered all over ClymAngus' otherwise excellent Vector Maps!
I can live with that, actually I haven't given it much thought. It would be better if the maps were generic (OXP independent) though. What annoys me with the Sec-com stations is that from a military perspective, I think they are in the wrong places. The military would have a main base, or maybe two pr Galaxy, tucked away in a safe place and outposts in the choke points. They way they are placed now, it feels more like a Galactic Police setup. There is a reason why the UK keep hanging on to Gibraltar and why the US has a base on Crete (and many other places) you know.
This thread is now thoroughly derailed, maybe this part of the discussion should be moved to the Galactic Navy thread or a thread of it's own.
Re: Tax OXP?
Posted: Sun May 06, 2012 7:48 pm
by Cody
Lestradae wrote:Wouldn't it be possible to generate two sets of maps then - one with and one without the SecComs?
Hi L... nice idea, but it's beyond my ken, and not worth ClymAngus' time to cater to a personal foible... heh!
Derail a thread about tax, Gimi? Us? Perish the thought! You are entirely correct about the strategic positioning, btw.