Alright, I've been sitting on and thinking about this for a bit now. Everyone's talking about the current transactional system vs a value-based system.... reality is, if you really, really, wanted to fix the BGS in a sane way, credits earned by a commander during an activity would have
absolutely no effect on the BGS.
Why?
Firstly, let's just agree on this. A faction losing money, in isolation from anything else, would not be of benefit. With money, factions can do stuff (buy goods, reward missions, hand over bounties). Those activities have effect, but losing money is generally no good.
The current mission system supports this concept with it's alternate reward options... opting for less credits (can) translate to an increase in influence (presumably, the forfeited credits go towards another activity to increase influence)
So with that premise, lets fix stuff.
Missions
Frankly, they stay as is.
Exploration Data
This is also easy, but needs a fix. It should be a combined measure of # of reports and value of those reports *purely from a body type perspective^*. Luckily, this translates to the credit value (with ELWs being most valuable), so we can actually take that on face value. But selling 50 reports at once should result in the same influence gain as selling 1 report 50 times; currently that doesn't happen (pretty much the theme of this post)
^ In a better system, different economies would value planets differently. An agricultural world would value ELW/Ocean/Other worlds with natural life higher than others. Meanwhile Extraction/Refinery economies may value reports of metal-rich worlds as high as ELWs are currently valued. High Terraforming economies would obviously value reports of terraforming candidates, while High Tech economies would value reports with Black Holes, White Dwarves etc.. These are the measures that could be used to determine influence gain (and monetary reward)
Bounties/Combat Bonds
Current system operates as follows:
- Kill a ship, causes -ve influence to the faction which owns that ship
- Hand in a bond/bounty, that faction gains +ve influence
This is easy. For a naive solution, handing in bounties and bonds should have nothing to do with influence gain or losses... the *only* thing that should matter is the kill... specifically the rank of the pilot and the size of the ship. This means that such activities only have a -ve effect on other factions, resulting in indirect gains for unaffected factions.
If you want to go one step further, make *
forfeiting* the bounties and bonds could increase that specific faction's influence. This brings the remuneration function inline with how mission rewards function a-la sacrificing monetary rewards, for effects.
Trading
This is the one which needs most work, although again the fix is simple. I don't claim to have any knowledge in economics... but I know that a business isn't successful by purchasing items with the highest markup... but that's the current setup. Influence (transactional effects aside) is a
function of total profit earned by the commander. In other words, influence gained through commodity trading is a function of how much third parties exploit that faction for profit. This is kinda dumb as a base principal. It does translate in some cases, but largely, it's pretty dumb.
Here's how it should work instead.
Influence gains from trading should be based primarily on
demand for a good, regardless of profit/loss margin.
My argument based on the initial principle of losing credits = bad for a faction... a 3rd party trading for a loss to a faction for an *in demand* item (i.e something that faction needs) should result in *more* influence gain than paying a premium on that item and the 3rd party gaining a profit... but it should still result in an increase in influence.
But under the current system, gaining profit on an item that isn't in demand (and may even be in high supply) causes that faction to gain influence. That's really backwards.
It's easiest to just throw away the effects profit has on influence gains and have it based purely on the demand of goods being traded (and for the love of god, make it by tonnage, not by number of transactions).
Somewhere someone is saying "Oh, but if businesses and individuals thrive in an economy and make profits, that's good for the economy, so why shouldn't that increase influence?". Well... because KISS. We have economic states of Boom and Bust.... so make the Boom state continue to occur where profits are made, and Bust state occur where losses are made. Let's keep influence reserved for trading to the items in demand, and the economic states be influenced by whether that trade is for profit or loss. There's *plenty* of places out there where you can trade high-demand items for loss (I find progenitor cells to be particularly susceptible to this in my area, for example). This introduces a new complexity of meeting a faction's demands and continuing to turn a profit.
So yeah,,, that covers off the main Trading/Combat/Exploration activities. I'm not gonna bother with things like smuggling/crime and it's effects at the moment... just wanted to put out there that yes, the transactional nature of the BGS sucks^, but turning it over to base influence gains on profit/value earned by the commander is
not the solution.... instead a tradeoff for commanders of credits earned vs influence effects achieved should be pursued.
^ without consideration that the primary purpose of the BGS is just to provide a malleable universe... balance is not an objective in that.