What is the best "tokenomics" for Galactic Milieu CoffeeMUD player-accounts?

in #galactic-milieu2 years ago (edited)

I have asked this question on Quora too, see

https://qr.ae/pr4g6R

Quora is a platform specifically for soliciting answers to questions, but it does not really favour elaborating on your question or providing thorough background for your question; I suppose one would have to use the answer a question mechanism to provide in one's own answer such background or context as might be desired.

The question relates to CoffeeMUD player-accounts as we use them in the Galactic Milieu, which currently allows each player-account to have up to ten characters, up to five of which can be online simultaneously.

That is so you can have five 24/7 "worker" characters "CPU mining" cryptocurrency (in effect) and still have five "adventurer" characters you can use when you are at the keyboard.

The maximum character "level" is set to the default of level 91, which as it turns out makes for extremely productive "artisan" characters.

Five level 91 artisans using Master Mining (for example) can churn out a very large amount of mined material; or a level 91 jeweller can turn raw mined diamond into much more valuable "beautiful huge rose cut diamonds" at quite a rate; and so on.

Thus we have always had a problem figuring out appropriate "tokenomics" for CofffeeMUD player-accounts in the Galactic Milieu.

One idea that has been pondered for several years now is using one real-world year subscriptions and setting the yearly price of the subscription to approximately half the value of what five level 91 master artisans can produce in a real world year.

The idea there is that to profit would require actually making good use of the account, so that players who just fade away before even playing for half a year would in effect "subsidise" the earnings of the serious players.

Using a subscription model rather than indefinite-duration "ownership" of an account seems a good way to avoid the potential pitfalls of possibly leading people to expect to pass an account down in their family from generation to generation "forever" without further cost beyond some initial price to "buy" an account.

In practice what has historically happened so far with regard to player-accounts is that larger-scale entities such as FreeCiv-scale "civilisations" have been given some player-accounts with which to playtest and colonise the CoffeeMUD-implemented aspects of the Milieu. CoffeeMUD's guild / clan / family / union / fellowship /etc system, if nothing else, ought to be useful to such large groups of players, I figured.

There is bound to be some reasonable limit to how many fully-active player-accounts a single CoffeeMUD server can handle; so player-accounts are a limited resource that involves an ongoing cost to run.

The "civilisations" pay for hosting per real-world month based on the number of "square miles" FreeCiv shows their civilisation as controlling, so by assigning the CoffeeMUD player-accounts to civilisations we intrinsically have a revenue stream accounted monthly with which to provision Coffee-MUD servers.

So another option could be to come up with some method of calculating how many player-accounts each civilisation "is entitled to" and leave it to the civilisations to decide who to give them out to and why and at what cost or in reward for what activities and so on.

Thus at this point in the deliberations it seems reasonable to "open up the floor" as it were to further discussion...

...So do please go ahead and give us your thoughts on the matter. :)

-MarkM-

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