I understand your point. It was just an idea to bring more empire presence to things, but I see what you mean. If it turns out to be just a hassle, and not provide something fun, then it’s a bad idea, period, no point in defending it.
That’s actually a perfectly reasonable way to put it: faction-specific permits or something, and a free-form black market currency. I like it. Just thought about including those fixed-size tokens to make it so people have to necessarily interact with other people, instead of being self-sufficient with pirate-store stuff with LP, because this would let people without faction LP to create those tokens, you know? Not restricting them to LP runners and speculation.
Sorry for the double-posting, but I’d like to thank the responses so far, and the people who went to the trouble of posting them - Wallyx, Wolfgang and JuuR! Keep the responses coming, let’s discuss this further, I see a potential here.
The purpose is two-fold: Illegal things would require them to build, and people would be able to trade them around with each other instead of isk-transfers or contracts, because these leave a registry that can be queried by third-parties with APIs.
Just thought of another thing: NPC pirates in Null could drop those too to complicate straight-up bot-farming a bit.
Alright, im just trying to figure out why is a necessary change. Why not just make pirate BPC’s cost isk to run? Do you really see people using this for a pecific purpose because I can’t ink of any reason I wouldn’t want my isk in my wallet
The problem for a Black Market, is how you implement it. Now you have Contracts, that was some sort of Black Marketplace for those Items which do not have a place in the Market. But they implement almost all items inside the Regulated Market, so is more simple to use it than Contracts. And if you do not want to use the Market, you’ll use Contracts. So there is no place for it right now
And about a different Item to buy specific BPCs/Ships or Modules that are Faction, could be an option to reduce offer of them and prevent the mass Pirate Ships that we have today. But give enough time and people, and we will find a way to surpass it.
It is really complicated but possible. The question here is how cause, if the Item needs to be bought, then is a flat price increase. If is looted or rewarded on a mission, eventually is going to overflow and reduce the price. If you do not need to have Standings, the is pointless to do Pirate Missions, but if Standing is needed then just make some missions and when reach is all done.
I was thinking of an increased player-player interaction, because you’d need the module to create and consume those tokens. Plus there’d be the risk of ferrying those around, which are pretty much the physical manifestation of ISK, which would entail some sort of freighter contacting and contracting thing, increasing this player integration around the base. It wouldn’t really change a thing if you already had access to all those infrastructures, but you’d be required to build these things in low- or null-sec space, bringing something more to it than sitting in high-sec and cranking them out.
But if everyone thinks it’s completely redundant, then it is completely redundant. A bad idea is sometimes just that - a bad idea. I wanted input on it, and I’m certainly getting it.
Maybe the ship restrictions in high-sec are just an annoyance, but this ISK token could have it uses.
So far it’s just the three of us discussing this, I’d appreciate input from more people too - if you’re reading this, join in! Give us your two cents.