Cabbage wrote:The one thing I would like to see implemented into your guild bank feature are more options to choose from (instead of Economy vs Speed).
Its not econ vs speed. You get both. Remember this is the foundation for Guild Bases and Guild Technology ideas. Its not meant to be overly expansive but offer short and medium term rewards for preparing to use the other two.
Cabbage wrote:I know they are most likely going to abusable (anything apart from Economy / Speed) but I can see many guilds forcing players to donate a % of their income.
There aren't many ideas I could put into the Guild Bank without taking away from later ideas, which again involve more time to achieve and the like. Guilds can try to force you, but seeing as they have no way to easily determine who is and who isn't donating enforcing it would become rather involved.
Cabbage wrote:It would be nice to see the % being adjustable between 1% - > 15% instead of just 10%.
Perhaps. Individual adjustment on the fleet movement screen could be useful.
Narth Vader wrote:My only qualm with this idea is that it makes the big guilds more powerful. Now where I come from, when there's a server war, that means that two massive guilds or blocs will sit on a jumpgate and blob until they can find an opportunity. In fact, most of the players are hardly active in those guilds. They'll follow fleet deployments to give the illusion of a great big blob.
Sadly, any idea that is implemented will increase the power of larger guilds. That is a fact with anything added. Unless specifically relegated to the smaller guilds, it will always increase the power of larger guilds. I don't have much of a way to prevent that. Any curtailing factor can be potentially abused and/or become abusive in and of itself towards those larger guilds.
Narth Vader wrote:And to me, this doesn't quite seem to help make big guilds any more active. And activity may not be the intended goal.
Activity is not my intended goal. Adding more purpose to guilds, rather than communication and JG sharing, is my intent.
Narth Vader wrote: But I figure that these benefits will just lead the big guilds to sim harder and blob more. Can the speed bonuses applied onto a high level JG with a high level Log commander really make enough of a difference if you're trying to raid a fortress? Or the speed bonus applied to wormholes?
If a guild blobs and sims harder they will lose out on 10% of their econ while trying to fill their queues, their growth rate will be 90%, instead of 100%, for quite some time. Just eyeballing things as they stand, a guild that greatly benefits from internal TRs will likely recover 3% or 4% of their potential growth, meaning they will have 93% or 94% instead of the 100% growth rate. The 100% growth rate is based on a null donation rate
A guild that goes out and fights to help fill their queues will always maintain their 100% growth rate even when donating 10% of their econ. Assuming that guild gains the same 3% or 4% in growth they will be able to expand and allow their potential growth rate to be higher.
Now to explain that a bit more with numbers, but not full blown calculations. [XYZ] and  are in a war. Both have the same total econ and production. For simplicity's sake we'll say the total econ is 100,000 and production is 100,000 for both guilds. Now, that means their 100% growth rate is when econ is equal to their production, at 100,000. Guild [XYZ] goes in to sim mode and donates 10% of their income to their bank. That means they are producing at 90% of max. Lets say they are able to recover 4% after a month of running at 90%. Again for simplicity.
30 days * 24 hours = 720 production 'ticks' at 90,000.
64,800,000 million fleet is produced.
After that every production 'tick' there will be 94,000 more fleet coming out.
Guild  goes another route. They go out and fight to fill the gap left by donating. So their econ is 90,000 after donating 10%. They go out and fight to fill that remaining 10,000 econ giving them 100,000 econ to put into production. After a month they recover 4% of their econ putting them back at 94%. They are, however, still getting 10,000 econ from combat. Putting them at 104% of their econ. So they are able to fully produce and still get 4% overflow. Now, in that month of donating 10% they produced the following amount of fleet.
30 days * 24 hours = 720 production 'ticks' at 100,000.
72,000,000 million fleet is produced.
After that all ticks are still at 100,000 fleet plus the ability to grow their prod cap by 4%.
Even with the fleet used in combat the guild that fights will be able to have their queues full and be able to expand. The possibility of one group causing an opening by managing their own activities better becomes more likely.
The down side is that with the disappearance of the old thread much of the analysis is also gone. So this cursory example will have to do for now.
Narth Vader wrote:While I like making trades more profitable, that certainly means a stronger economy and closes the gap between econ and prod. But after a certain point, do we particularly need that econ boost?
Yes. Its a short and medium term enticement that gives something now for investing and preparing for additional future rewards. It also creates a need, within the group, to determine what particular balance they want in rewards and from what area.
Narth Vader wrote:It doesn't really seem like the idea will contribute anything that will get players active
, and I'm playing on a giant sim server where I only see this making the simming worse. And sure, you can play the game how you want, but not when you drag half the server into your blob war.
Blob wars are already expanding, and quickly. This idea will not do anything to speed that up more so than current in game politics and player created environments have already done. Again, this idea is not designed to be a motivating factor for players to log in more and become active. This is merely a foundation for more purpose for guilds beyond the very bare bones and limited uses.