Archived Faction Maintain Cost

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I have what seems to be a novel idea for the factions plugin.

I hope that developers will read this and give me more than enough info as to why it will or won't work.

The meat of it is this, I would like for money to be withdrawn from faction banks to maintain the current claimed land.

  1. Players must support their faction bank to make sure it has enough $ to maintain its land claims
  2. Faction land is taxed from earliest claim to latest
  3. If there is not enough money in the faction bank to pay the tax for that claim then it is unclaimed.
There are numerous other ideas but that is the meat of it.
I figure the factions plugin already has a timer that ticks for player power to return, and a timer for when faction memebers have not been on and an automatic faction disband, so in my limited programming mind you have many functions already in place.

This hopefully stimulates the in game economy and has players engaging in more useful activities than power leveling gear and running around griefing. I'd like to balance so that players begin to craft potions to maintain the high costs of their factions using our own economy setup.

*in a perfect world I'd love to write a plugin that attributes costs to items and essentially has a tax for owning those items on faction controlled land. I figure if an anvil has a quantifier for the xp cost of fixing an item then there is an ingame value set for items however how one gets that function to run outside an anvil is beyond my expertise.
 
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Well, I kinda like this, except when the faction cannot pay its taxes it should unclaim from the most recently gotten territory to the oldest territory, to prevent faction centers from being claimed or griefed by others.

As for taxing items, that's a little extreme I think...
 
Great taxes, next thing you know we'll get poli- oh wait, we already have that with Serenum (bandit)
 
Well, I kinda like this, except when the faction cannot pay its taxes it should unclaim from the most recently gotten territory to the oldest territory, to prevent faction centers from being claimed or griefed by others.

As for taxing items, that's a little extreme I think...

The server I am working on is very liberal with its earnings potential. and the method of collection would ensure that the older land claims are paid for first and land is only unclaimed after a failure.

Taxing items is to maintain balance. In my perfect world I'd have systems like land value turning land from cost to profit to reduce total losses. IE. faction land with placed blocks have greater value. The idea of item tax is to discourage players from having one vault claim and storing all their valuables in one claim and ignoring protection for the rest of their base. I'd like them to protect vast areas to maintain farms and other operations to help support their faction. Essentially giving players job roles to keep their faction afloat and if someone is not carrying their weight the faction must get rid of them and reduce it land claims. Its to take minecrafting into the "realms of empires" management type stage. (if only those 2 games had a love child) #end of ramble
 
Maybe not for this server, but a cool idea for the plugin in general.
If you know a good programmer, they could make a plugin for you that does this (a plugin that basically calls the functions in factionz )
 
This would stop a lot of new factions being created. Most players, including me, started their faction the moment we hit 200 silver, with this, we'd have to save up a lot more to ensure we could pay. It could drastically hinder the faction aspect of the game as we know it, I think :)
 
alot of players have harder times making money than others, especially if their fac centers around RP. i feel this would be bad for the server.
 
i think using faction land to have wheat on should trigger income to the bank. leaving money to be made by players on there own would be crazy.
an example each land claim should cost 1s to maintain over a monthly period, and each wheat field should support 9 land claims so it would make you 9 silver.

for it to be triggered as an income for the bank it should be every block inside 1 claim to have wheat growing
 
In a way I like this idea as it is very realistic, but it clashes with a lot of stuff, like it will promote people to scam new players for the money. What if the faction leader/members went on vacation, should you be able to turn taxes off, yet this could be abusable. Whilst is a good idea I can't see it working on this server :)
 
I like the idea of this, but I don't see any way of making it work. It is not something the server needs right now and I'm sure it would take a lot of work to implement.
 
I myself am a tad surprised at the amount of negative feedback this is getting. Sure some of the noobies would have hard times leading factions, but noobies shouldn't lead factions anyways! Something like this will prevent the many tiny factions, and encourage large cities. Either that, or the initial purchase of a faction should be made more expensive, but that is not the topic at hand. Think about it this way: Factions taxes would be hard for a faction of two people to handle. For large groups like Argonia, or the Auxillian Alliance, and other large well known factions, it wouldn't be hard if everyone put in a bit of money. I'm not a rich man, but If this were ever implemented, I would work actively to pay as much of the taxes as I could, and hopefully the whole faction would too. I personally would rather have about 10-20 huge alliances and empires on the server than have like 2,000 dots of claimed land on the dynmap that have no presence in the world other than to fill it up, and have like 1-2 members.

Also I know that this would take time to implement, and there are many other things that are more important at the moment, mainly server sharding. However I don't think we should cast this idea out simply because Cayorian has many other things to work on, as projects do get finished, and in the future when there is less on his plate something like this would be nice, in my opinion.

Also I forgot to say that I think taxing for items and the whole wheat income things are a bit silly and overcomplicated, I think it should stay simple, and just charge per chunk of claimed land. Say that once a week the server automatically draws the amount of money for each chunk.
 
Sure some of the noobies would have hard times leading factions, but noobies shouldn't lead factions anyways!

It would also stop the good factions run by people who have trouble getting money. My faction currently isn't very large at all. but I wouldn't call it one of:

2,000 dots of claimed land on the dynmap that have no presence in the world other than to fill it up

Them.

That said... it isn't finished yet and may very well become a large faction eventually... or it might wither and die. Introducing a faction tax would discourage people from starting a faction as it would be difficult to keep them around while they are still small. It would just get worse as it gets bigger.
 
I hate this idea, people shouldn't have to pay to own land as a nation, i am very poor, but i run a nice little faction, i have invested around 200 silver to help finance my players ideas, resources, even to encourage subfactions, but now im a tad poor, i made this decision out of love, not foolishness, i have been working hard on schematics for perfect little cities too, if taxes were made, it would crush many nice, small little factions, even though they may have claimed "dots of land", to encourage larger empires and all is nice, but for around 40 larger faction empires why not 30 empires and 60 villages? not only does it take a large amount of fun out of the game but also it also would retard the growth of smaller, more ambitious empires, argonia wouldn't be nearly as big as it is now if grailen had been taxed to death, along with many other empires. i may have rambled on a bit too much but this idea seems oh so destructive.
 
I agree with Zythrone, my faction has been recognised by mods as having great architecture, but we're not huge in number, nor do we constantly raid and try to become known like most other factions. We're a group of roleplaying architects that're "trying to resurrect the ancient ruined city of Lanilor".

I don't force members to hand over their 30 silver to join, I don't scam for money nor to I spend all day killing mobs for small amounts of copper, why should I lose my faction that me and friends put a great deal of effort into, just because we don't obsess over making Silver.
 
Maybe a tax per chunk over claimed, so it would only effect factions with more land than power.
 
I think people misunderstood my "dots of land" comment. I wasn't referring to new factions, or a faction like yours, tubbytundra. I was referring to the dozens upon dozens of factions that never get more than 2 members, and never have and never will claim more than like 2 chunks of land. It is basically just one house, that has been claimed. and all they do is take up space because even though they are only having 2 tiny chunks, they claim a large circle of land because of the rules regarding keeping factions a certain distance from eachother.

Also IMO the taxes wouldn't be very expensive. Nothing more than one or two trips to a dark room, or simply going through the wilderness at night wouldn't be able to cover.
 
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