berserker08

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22 Farmer
  1. Another One Bites the Dust...

    ...and another one gone and another one gone, another week bites the dust.
  2. Devs are still testing...

    ... the community’s patience.
  3. what happen to dev blog this month?

    What holiday? They are Canadian, so they took Monday off. Or, did they string together American and Canadian holidays together to take the whole week off?
  4. What is this shit

    I have to say, although I haven’t read the entire thread yet, OP brings up a lot of concerns I also share.
  5. In the town square

    To actually answer your question and not derail the thread like a massive dbag: I look forward to playing poker (holdem), whenever that gets added.
  6. Dear Identity devs....

    Bruh, you are the most entertaining thing on identityrpg.com!
  7. ALL TASKS COMPLETED

    Just let us test it! It doesn’t have to be perfect. It’s going to have bugs anyway. Release it this weekend. Come on!
  8. Dear Identity devs....

    Most informative post in the past two months.
  9. When will the first module release?

    Please stop with this steam lead time lie.
  10. That is great to hear! Sorry, I’m pretty new at researching all of the details, although I have been a backer since it was first announced! Specific to taxation vs. extortion and the dynamics of everything I described above, what are your thoughts?
  11. Premise 1 - Allow players to own shops: Allow players to purchase or lease commercial real estate. Players will control every aspect of their store front, but day to day sales will still be operated by NPC's: What is sold and at what price, including maintaining inventory. Store name and logo, and advertising campaigns (TV, billboards, benches, etc...) Insurance options (assuming shops can be robbed and/or damaged) and security upgrade options (cameras, alarms, etc...). Layout of merchandise displays and interior decorating. Premise 2 - Shops are taxed or extorted depending on their location and status of gang controlled territory: Allow players to setup their shops in peaceful areas or gang controlled areas. There exist pros/cons of location choice. If a player's shop resides within a gang controlled area, it will be automatically taxed through extortion, at rates selected by the controlling gang, with the controlling gang receiving a percentage of profits. Additionally, the government will receive no taxes; however, the shop will need no security upgrades as it cannot be robbed due to implied gang protection, though it is more likely to get damaged due to gang warfare. It will also be able to sell illegal items. If a player's shop resides within a peaceful area, it will be automatically taxed through regular government taxation at rates selected by the controlling government, again, a percentage of profits. The shop can be robbed and cannot sell illegal items. Main Takeaways Owning a shop would be a major milestone for citizens to work towards and the ability to earn money while offline could be intriguing to players. Having to maintain an inventory would be a major hook to come back to the game on the regular. The potential to really customize one's business would be immense, including setting up distribution and supplier networks; warehouses and trucking for a purpose. Allowing players to choose to risk setting up their shops in gang controlled areas for the benefits could make game play richer and motivation of controlling gang territory more meaningful. Gangs would be motivated to control certain areas where potential income is higher, and develop their own networks with players of both legal and illegal merchandise distribution. The controlling government would be motivated to squash gang areas with more investment in police, due to lost tax income. Sorry, this was kind of rushed, but I'd be glad to clarify on any of the aspects of the idea!