My proposal’s goal is to remove a part of isk generation due to power creep.
This is, to reduce the inflation in Eve. Not sure if this is a problem, assuming this is one.
The idea is very simple : you remove a part of every isk generated, this part being proportional to how much money there is present in the game.
This tax is applied to
- NPC BO prices (not visible in journal). If the tax is eg 20% then the SO of the item is dynamically adjusted to be 80% of the base price.
- bounties from rats (through an additional tax shown in transactions)
- mission reward (and bonus) from agents (shown in transactions).
- incursion rewards.
- insurance payout prices and purchase prices . The purchase price is modified by the rate of the inflation tax at the moment of purchase, the payout price at the moment of the loss.
Basically everything that generates isks inside the game.
The tax value is not “removed” from the player wallet, instead it’s present as a description . This way the eg corp tax won’t take that tax value into account, only what the player actually got. eg if the tax is 10%; and I should get 100 isk, in my wallet I will see a +90 isk, and a -10 from inflation tax, so my corp will only apply the 5% tax on those 90 isk, not on the total 100.
Basically the inflation tax is computed based on the total amount of isks present in the game.
assuming we now have a total 1.4P isk in game, that tax value should be equal to 1.4P/ MAX_VALUE.
eg if the max value is chosen at 2B, that means that we remove 1.4/2 = 70% of all isk production. (so a multiplication of income by 0.3)
If this is too much, we can adjust all isk production value by dividing them by 0.3 (so in the end the real income will be 0.3*base_value/0.3 = base_value) and only later increase in the players total wealth will actually result in a reduction of players income.
We can of course use different value for MAX_VALUE and the present adjust value.
Basically if too many players create isk(and not enough lose isks), the quantity of isk created will reach 0 if we get close enough to MAX_VALUE. In turns that means players can’t actually have more than MAX_VALUE ISK in total in the universe.
This however leads to a small isue : isk hoarding would allow people to get ISK, and use them later once their price is more expensive. ie price manipulation.
This can be avoided by setting the max_value to a high enough value, so that the effect of total value on the isk generation is less important.
eg setting max value to 10P (so tax is 14% - so we need to divide the base incomes by 0.86 to keep value).