My understanding of the planet partner concept is that it's set up with the following win-win situation in mind:
1. It doesn't matter to MA which planet attracts the most players, MA still makes money (except that of course they own FPC, but that's got to be small bickies compared to having multiple successful planets!).
2. Planets that attract players not already in EU are going to do well
3. Planets that attract players already in EU are going to do well (particularly if they KEEP those players).
Therefore
from MA's perspective, as long as each planetary system is empowered to be as awesome as possible, and they're going to compete with each other, then EU will have lots of happy players, and MA wins.
From
any planet partner's perspective, there is a great vested interest in trying to have the best planet, and to keep players. That is, a planet partner would want to make the situation such that players create a life of their own on a particular planet and don't want to leave.
From
a player's perspective, we have the pick of the crop then because we've got all these planets trying to be the best planet.
It's also worth noting that when you change planetary systems, the distribution of income changes (eg the planet you move to starts to earn income from you, and the planet you leave loses income!).
Changing planetary systems is therefore a far more significant event than moving around within a single planetary system:
- The planet arrived at has a win
- The planet departed has a loss
- The player is dealing with a genuinely different company providing their gaming - the player is choosing one service provider over another (encouraging competition)
From my perspective, the point Oleg raises is fundamentally this:
Should it be simple, cheap, easy, convenient, to change planets, or should it require some effort on the part of the player?
It seems to me that if it's too easy to change planets, then the planet partners would be more motivated to attract players with cheap tricks such as double skill events and the like.
If it's a bit harder to change planets, then the planet partners would be more motivated to work harder to attract players by genuinely having to have a great planet.
If a planet doesn't survive in such a system, that's probably a good thing too because the players don't want a crappy planet.
For this reason - and it's critical to focus on this reason because we're dealing with a RCE where money is the driver of everything in the business -
changing planetary systems needs to be treated as a reasonable move, not a simple click of the teleporter. It needs to be significant.
Such a system puts the onus back on the planet partners, in line with the existing financial model, to genuinely strive to have an awesome attractive planet that players are willing to put effort into moving to.
I believe that's the important end game for all developers, and the system needs to be set up to encourage it.
I therefore submit that there should be a fee (somewhere around 40 ped seems right) to switch planetary systems, and that you really should have to take with you what you're going to need. That makes the player put weight into the decision, which forces the planets to strive to be good enough.