Captain Jack
Elite
- Joined
- Dec 28, 2010
- Posts
- 3,733
- Society
- Endgame
Background: Space travel has been a hot topic for many years, particularly as the long-anticipated "space update" appeared to be on the edge of fruition, fizzled out, and then began to gain traction again. For many years space has been a barrier to interplanetary commerce and has resulted in the stagnation of many partner planets.
The Current Situation: Several partner planets have been putting in effort to make some significant advances, resulting in an increased demand for interplanetary travel. The costs (both of time and money) involved in such travel remains a substantial barrier to a vibrant interplanetary economy.
Common warp services tend to charge approximately 10 PED/passenger if attending a scheduled warp service, and 20 PED for on-request warp services.
Warp ship operators have the following costs of operation to contend with:
Oil/Welding wire/Guns: <1 PED per warp
Warp Drives: 3 PED TT decay (~5-6 PED after markup) per warp.
Some teleporters have special capabilities, such as the teleporters on CP, CND, and Monria enabling players to teleport to Calypso for 7 PED.
Proposal:
Develop an inter-planetary teleport system costing 7 PED each way.
Each time a player uses this system, a "package" is generated and stored at that planet's space station. These packages can be collected by ship operators and delivered (with a reasonable time limit) to the planet to which the player teleported. If the package is not delivered within the time limit, the package expires and is returned to the planet of origin for another player to pick up.
Any ship operator could pick up a package, limited to the number of open seats on their space craft.
*Note: This proposal is not new. Similar systems were previously proposed, but without the specificity of integration of space ship operators. That integration is the key to success here.
Benefits:
1. Seamless, affordable, on-demand interplanetary travel system.
2. Asynchronous line of revenue for space ship operators, resulting in substantially improved return on time.
3. Proportional benefit given to operators of different ship platforms, giving distinct benefits of scale to operators of the more expensive larger platforms while still providing a means of revenue for those patient enough to slowly travel through space on quads/sleps.
4. Potential for expansion of system to include bounty-hunting style systems for more interactive game play.
The Current Situation: Several partner planets have been putting in effort to make some significant advances, resulting in an increased demand for interplanetary travel. The costs (both of time and money) involved in such travel remains a substantial barrier to a vibrant interplanetary economy.
Common warp services tend to charge approximately 10 PED/passenger if attending a scheduled warp service, and 20 PED for on-request warp services.
Warp ship operators have the following costs of operation to contend with:
Oil/Welding wire/Guns: <1 PED per warp
Warp Drives: 3 PED TT decay (~5-6 PED after markup) per warp.
Some teleporters have special capabilities, such as the teleporters on CP, CND, and Monria enabling players to teleport to Calypso for 7 PED.
Proposal:
Develop an inter-planetary teleport system costing 7 PED each way.
Each time a player uses this system, a "package" is generated and stored at that planet's space station. These packages can be collected by ship operators and delivered (with a reasonable time limit) to the planet to which the player teleported. If the package is not delivered within the time limit, the package expires and is returned to the planet of origin for another player to pick up.
Any ship operator could pick up a package, limited to the number of open seats on their space craft.
*Note: This proposal is not new. Similar systems were previously proposed, but without the specificity of integration of space ship operators. That integration is the key to success here.
Benefits:
1. Seamless, affordable, on-demand interplanetary travel system.
2. Asynchronous line of revenue for space ship operators, resulting in substantially improved return on time.
3. Proportional benefit given to operators of different ship platforms, giving distinct benefits of scale to operators of the more expensive larger platforms while still providing a means of revenue for those patient enough to slowly travel through space on quads/sleps.
4. Potential for expansion of system to include bounty-hunting style systems for more interactive game play.