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[Debate] - ISK SINK

Author
Mars Theran
Foreign Interloper
#21 - 2012-10-07 01:12:06 UTC  |  Edited by: Mars Theran
In order for Insurance to collect more than it pays out, people have to stop losing ships. I've insured a few ships that had the Insurance expire before I lost them. In one case, probably twice.

The only real solution I can see, is to either change the payout to LP for the SCC for anything exceeding 50% of Insurance premium. Another possibility is to change the Insurance premium coverage to a shorter duration, with incremental payments based on that shorter duration and automatic bill payment available for it. That could work well with the first thought there.

Alternative option, (with or without one or both of the above), is to limit coverage to a specified region, and reduce coverage in lower security regions, or even eliminate it entirely.

edit:

Another thing that might be appropriate is to add a minimum insured period before eligibility for payout of ~1 week.
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HELLBOUNDMAN
Aliastra
Gallente Federation
#22 - 2012-10-07 02:18:37 UTC  |  Edited by: HELLBOUNDMAN
If you want a POS in high or low sec you pay a tax to that faction.

Bounty wars - all players can accept a bounty but must pay a % of the payout upon accepting.
This allows them to freely claim this bounty without sec loss or criminal flag, however, only one person can claim the payout, unless they fleet up, in which case the payout is split. Those who have accepted the bounty but do not get the kill will not get their isk back.

Better insurance coverage for faction, pirate, and t2 ships to cover roughly half the value of the ship.
This will be used primarily by high sec dwellers that most likely won't lose their ship.
Most people don't bother insuring these ships cause you're in the same boat if you lose them.
Trust me, there would be more money spent on insuring these ships than would be payed out.
Omnathious Deninard
University of Caille
Gallente Federation
#23 - 2012-10-07 04:19:21 UTC
Would it be for high and low only or empire null also?

If you don't follow the rules, neither will I.

HELLBOUNDMAN
Aliastra
Gallente Federation
#24 - 2012-10-07 04:20:56 UTC
Omnathious Deninard wrote:
Would it be for high and low only or empire null also?


Well, not sure on that one.

I would assume high and low only since no one patrols null sec. So there wouldn't be anyone there to tell you to pay up, and even if their were, you could just shoot them down.
Alx Warlord
The Scope
Gallente Federation
#25 - 2012-10-07 22:12:35 UTC  |  Edited by: Alx Warlord
HELLBOUNDMAN wrote:
If you want a POS in high or low sec you pay a tax to that faction.

Bounty wars - all players can accept a bounty but must pay a % of the payout upon accepting.
This allows them to freely claim this bounty without sec loss or criminal flag, however, only one person can claim the payout, unless they fleet up, in which case the payout is split. Those who have accepted the bounty but do not get the kill will not get their isk back.

Better insurance coverage for faction, pirate, and t2 ships to cover roughly half the value of the ship.
This will be used primarily by high sec dwellers that most likely won't lose their ship.
Most people don't bother insuring these ships cause you're in the same boat if you lose them.
Trust me, there would be more money spent on insuring these ships than would be payed out.


These could be included on Idea of using Issuance to gain LP to trade on Getting the Hull back, although Faction ships would give more LP and demand also more LP to get restored. These means that the more ships you lose the bigger is the chance of getting some of them back. Also the amount of LP returned by Losing a ship would be proportional to the region you lose it:
100% in hi-sec
80% in low-sec
60% in null-sec
40% in WH.

Whille the full insurance would be something like 10 or 20% of the ship Market value.

In all ways, this will be an awesome isk sink, because it would take ISK from the game like the actual system does but will not insert isk when someone loses a ship, but it would insert a ship back, what would demand that the player get new modules, and would incourage the player to go again into PVP.

Althoug, It would also incourage people to Buy more ships, since they will be more willing to risk them.
Mars Theran
Foreign Interloper
#26 - 2012-10-07 23:00:44 UTC
Monthly bills for Insurance on POS could be interesting. Replace the old Corp Office rentals people may or may not use anymore. Still some offices out there, but I never figured out if you kept the original cost, or paid updated costs, as some of them are in excess of 150 million a month to rent.
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Haeshka
Red-Five
#27 - 2012-10-08 04:54:53 UTC
To respond to Hellboundman - I don't think adding a tax to a faction for a high/low sec POS is the way to go. You already pay a tax by way of the Starbase charters. While it is not much, it is a sink. Also there is already POS fuels - which for smaller high security space groups, is more than enough of a sink.

To find a good balance for the economy - you need something which consumes ISK directly and provides a clear and tangible benefit. An example of this is datacores. While datacores are WORTH ISK, they do not create a faucet of it. They are simply trades done between players. These datacores themselves are then subsumed into invention. Therefore, not only do you sink ISK into the datacores, you lose the datacores shortly thereafter.

More concepts of this variety should be introduced. Short-time benefits or early time-on-target benefits could be developed.

Take for example - a new booster which improves your probe scanning by 5% for 20 minutes? Can be purchased directly from NPC stations with medical bays, or from NPC stations that are primarily distribution or industry related. The ISK cost? Put it on par with the costs for standard Synth boosters. Now, you have to have a certain standing requirement, then you pay up some ISK, and you can either A) use the booster yourself to go exploring, or B) Sell it on the market to someone else who wants that benefit. This does not bring ISK directly into the game, and it causes a small sink.

Thoughts?
Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#28 - 2012-10-08 06:46:41 UTC
Sheynan wrote:
A) increase market tax

B) Nerf ISK payout from incursions, increase lp payout

C) Nerf nullsec missions, but put more loot into them to compensate


That should pretty much solve it.













There, I said it. Now I will sit here and wait here for people to scream rage and murder...

FTFY nerfing highsec income will hurt PvP
Alx Warlord
The Scope
Gallente Federation
#29 - 2012-10-08 13:33:08 UTC
Mars Theran wrote:
Sheynan wrote:
A) Nerf highsec missions

B) Nerf ISK payout from incursions, increase lp payout

C) Nerf nullsec missions, but put more loot into them to compensate


That should pretty much solve it.













There, I said it. Now I will sit here and wait here for people to scream rage and murder...


Right.. because Incursion haven't already been nerfed, missions are getting more effective and thus dangerous AIs and don't already have mediocre ISK/hr ratio compared to other thing, Nullsec doesn't really use thousand to generate their income, and Faction Warfare isn't even on the list because it generates more ISK per person in a day, than you can make with a Corp in a C6 Wormhole in 2 weeks. Roll

Herping yourDerp wrote:

FTFY nerfing highsec income will hurt PvP


The Idea is not to reduce the income and the ISK/hour made by any activity, the Idea is to change the origin of this ISK from NPC to player, so it doesn't count as a faucet. So if you change the ISK payout to a LP payout (and you have good itemns in the LP store) you would get the same amout of VALUE for your effort.
HELLBOUNDMAN
Aliastra
Gallente Federation
#30 - 2012-10-08 21:11:09 UTC
Haeshka wrote:
To respond to Hellboundman - I don't think adding a tax to a faction for a high/low sec POS is the way to go. You already pay a tax by way of the Starbase charters. While it is not much, it is a sink. Also there is already POS fuels - which for smaller high security space groups, is more than enough of a sink.

To find a good balance for the economy - you need something which consumes ISK directly and provides a clear and tangible benefit. An example of this is datacores. While datacores are WORTH ISK, they do not create a faucet of it. They are simply trades done between players. These datacores themselves are then subsumed into invention. Therefore, not only do you sink ISK into the datacores, you lose the datacores shortly thereafter.

More concepts of this variety should be introduced. Short-time benefits or early time-on-target benefits could be developed.

Take for example - a new booster which improves your probe scanning by 5% for 20 minutes? Can be purchased directly from NPC stations with medical bays, or from NPC stations that are primarily distribution or industry related. The ISK cost? Put it on par with the costs for standard Synth boosters. Now, you have to have a certain standing requirement, then you pay up some ISK, and you can either A) use the booster yourself to go exploring, or B) Sell it on the market to someone else who wants that benefit. This does not bring ISK directly into the game, and it causes a small sink.

Thoughts?


I think you may be misunderstanding what an isk dump is.

It is the romoval of isk from the game entirely, not transference of isk to another player.

POS fuel and data cores are both examples of transference.

An example of an isk dump would be the lp store, office rental and station/faction taxes.

Now, a tax on having a POS in high sec would not be insurance, because insurance can be refunded to the player giving them more than they paid in..

This tax would instead go to the faction/concord to allow you to not only have the pos in high sec but would also cover the security fee.
This would also present a negative effect of having a pos in high sec where there is little to no risk of loss, and even when at war is safe from capitals.
HELLBOUNDMAN
Aliastra
Gallente Federation
#31 - 2012-10-08 21:23:05 UTC
Alx Warlord wrote:
Mars Theran wrote:
Sheynan wrote:
A) Nerf highsec missions

B) Nerf ISK payout from incursions, increase lp payout

C) Nerf nullsec missions, but put more loot into them to compensate


That should pretty much solve it.













There, I said it. Now I will sit here and wait here for people to scream rage and murder...


Right.. because Incursion haven't already been nerfed, missions are getting more effective and thus dangerous AIs and don't already have mediocre ISK/hr ratio compared to other thing, Nullsec doesn't really use thousand to generate their income, and Faction Warfare isn't even on the list because it generates more ISK per person in a day, than you can make with a Corp in a C6 Wormhole in 2 weeks. Roll

Herping yourDerp wrote:

FTFY nerfing highsec income will hurt PvP


The Idea is not to reduce the income and the ISK/hour made by any activity, the Idea is to change the origin of this ISK from NPC to player, so it doesn't count as a faucet. So if you change the ISK payout to a LP payout (and you have good itemns in the LP store) you would get the same amout of VALUE for your effort.


If they did this they would have to remove the isk requirement attached to lp items. However, that the the removal of an isk dump.
Not to mention, certain lp items require dog tags that are difficult, if not impossible to attain in high sec missions.
So, if you were to do it this way, then you would have to consider factors such as those, which could in turn have the opposite effect.
Basically, there's no logical way to change the way lp is currently without having to reevaluate the missions and items themselves.
Honestly, if you factor the items required, isk required, and determined a value on the time spent attaining lp, then buying and selling lp items as they are now is actually a loss to the player involved.

Hell, just the other day I was looking at lp implants on the market that were selling for less isk than they required on the lp store, let alone factoring the value of the lp for the item.
Buying lp items in high sec through high sec mission is a loss to those players. It's only really profitable to those in low sec running lvl 5 missions. So changing it would be more of a hit to them than high sec mission runners.
Alx Warlord
The Scope
Gallente Federation
#32 - 2012-10-08 22:10:10 UTC
HELLBOUNDMAN wrote:

If they did this they would have to remove the isk requirement attached to lp items.


Why? In fact they don't realy need to...or as you said it would remove and isk sink. The best option for the LP store is to sell itemns using LP + ISK. Also, what they should is to remove the tags and replace them with ISK.

HELLBOUNDMAN wrote:

Basically, there's no logical way to change the way lp is currently without having to reevaluate the missions and items themselves.

Probably. Also it would be good to evaluate how LP store works. It would be 1000 times better if it had a menu like the market.

HELLBOUNDMAN wrote:

Honestly, if you factor the items required, isk required, and determined a value on the time spent attaining lp, then buying and selling lp items as they are now is actually a loss to the player involved.Hell, just the other day I was looking at lp implants on the market that were selling for less isk than they required on the lp store, let alone factoring the value of the lp for the item.

Yes in most of cases, but there are some items that are quite profitable! In the case of implants, sometimes people find them in missions... that is why this is messed up... LP store items should be exclusive.

HELLBOUNDMAN wrote:


Buying lp items in high sec through high sec mission is a loss to those players. It's only really profitable to those in low sec running lvl 5 missions. So changing it would be more of a hit to them than high sec mission runners.
Usualy the profit on running missions lays on Bounty and then on salvage... The LP and the Mission reward are just a bonus...
Omnathious Deninard
University of Caille
Gallente Federation
#33 - 2012-10-08 22:29:31 UTC
They had tossed around the idea of being able to supplement the need for tags by the item costing more isk, which it self would bea good isk sink

If you don't follow the rules, neither will I.

Hans Momaki
State War Academy
Caldari State
#34 - 2012-10-08 22:44:44 UTC  |  Edited by: Hans Momaki
Alx Warlord wrote:


The Idea is not to reduce the income and the ISK/hour made by any activity, the Idea is to change the origin of this ISK from NPC to player, so it doesn't count as a faucet. So if you change the ISK payout to a LP payout (and you have good itemns in the LP store) you would get the same amout of VALUE for your effort.


Unlikely that this will not end in less ISK/hour.

If you change a part of bounties into loots --> You screw miners (that's why NPC loot got the nerfbat multiple times)

If you change a part of bounties into LP --> LP conversation will drop (that's what happened with the agent changes, which also increased the ammount of LP generated)

If you change a part of bounties into tags --> Either a price-drop for faction-items, or an ISK faucet because tags will be sold to NPC's.


What we need is a more reliable sort of ISK - Sink, something you really WANT to buy from an NPC, and which will be consumed after that. Combat boosters are an awesome Idea, if you could just buy them for ISK (they are not allowed to compete with the existing boosters ! - just some kind of entry-drug which boosts specific stats)

The idea of shortening insurance is also pretty good. Another Idea could be to sell neural remaps for ISK ( price increases by 10 times each time ) - or to add expensive clones with special attributes, or special benefits. You could open up nex-store for ISK vanity items (cheaper versions of allready existing stuff, maybe a broken monocle for the poor guys? :D) etc.etc.etc...
Alx Warlord
The Scope
Gallente Federation
#35 - 2012-10-08 23:18:20 UTC  |  Edited by: Alx Warlord
Hans Momaki wrote:


If you change a part of bounties into loots --> You screw miners (that's why NPC loot got the nerfbat multiple times)

If you change a part of bounties into LP --> LP conversation will drop (that's what happened with the agent changes, which also increased the ammount of LP generated)

If you change a part of bounties into tags --> Either a price-drop for faction-items, or an ISK faucet because tags will be sold to NPC's.


What we need is a more reliable sort of ISK - Sink, something you really WANT to buy from an NPC, and which will be consumed after that. Combat boosters are an awesome Idea, if you could just buy them for ISK (they are not allowed to compete with the existing boosters ! - just some kind of entry-drug which boosts specific stats)

The idea of shortening insurance is also pretty good. Another Idea could be to sell neural remaps for ISK ( price increases by 10 times each time ) - or to add expensive clones with special attributes, or special benefits. You could open up nex-store for ISK vanity items (cheaper versions of allready existing stuff, maybe a broken monocle for the poor guys? :D) etc.etc.etc...


You are right. the impact of these changes are huge. Although I think that the Mission reward could be converted to LP, or at last the Time bonus reward, this would have some significance on reducing isk faucet, and would not affect the bounties. The neural remap and these new items you suggest could be really valuable in the LP to make it more popular and if it also have a hibrid (ISK+LP) cost it would be even better!
HELLBOUNDMAN
Aliastra
Gallente Federation
#36 - 2012-10-09 01:42:09 UTC
Alx Warlord wrote:
Hans Momaki wrote:


If you change a part of bounties into loots --> You screw miners (that's why NPC loot got the nerfbat multiple times)

If you change a part of bounties into LP --> LP conversation will drop (that's what happened with the agent changes, which also increased the ammount of LP generated)

If you change a part of bounties into tags --> Either a price-drop for faction-items, or an ISK faucet because tags will be sold to NPC's.


What we need is a more reliable sort of ISK - Sink, something you really WANT to buy from an NPC, and which will be consumed after that. Combat boosters are an awesome Idea, if you could just buy them for ISK (they are not allowed to compete with the existing boosters ! - just some kind of entry-drug which boosts specific stats)

The idea of shortening insurance is also pretty good. Another Idea could be to sell neural remaps for ISK ( price increases by 10 times each time ) - or to add expensive clones with special attributes, or special benefits. You could open up nex-store for ISK vanity items (cheaper versions of allready existing stuff, maybe a broken monocle for the poor guys? :D) etc.etc.etc...


You are right. the impact of these changes are huge. Although I think that the Mission reward could be converted to LP, or at last the Time bonus reward, this would have some significance on reducing isk faucet, and would not affect the bounties. The neural remap and these new items you suggest could be really valuable in the LP to make it more popular and if it also have a hibrid (ISK+LP) cost it would be even better!


Honestly, the mission payout in isk is nothing. No one, and I do mean NO ONE does missions for the mission payout. So converting it into lp is almost meaningless.

Now, a neural remap that can be perform say.... once every 3 months and is 500 mil would be a massive isk dump that would be used quite often by anyone who could afford it....
This would not only create an isk dump but would also reduce market costs for items because players would buy that remap over that ship, meaning more goodies for sale and reduced prices.
It's pretty mush a win win, or worst case it's an isk dump that gives players more neural remaps, which we all want
Kara Books
Deal with IT.
#37 - 2012-10-09 03:04:45 UTC  |  Edited by: Kara Books
I propose, a Jump tax for all nulsec and lowsec systems proportional to total mass and security status of the system, Something small like 1000 ISK per battleship jump, allowing the wallet to go into the negative, for all players up to 200K isk.
Dont worry, you wont feel a thing nulsec dwellers.

Manufacture:

adding a cost of 10K isk for frigates, 30K cruisers 100K battleships, and so on and so fourth, as estimated added build cost.
(this would effectively raise ship prices by that amount) Industrialists, it wont hurt I promise.

T1 Module manufacture can also have the same style sink.

The market can be improved, by adding a WELL PLANNED, very tactical tax, in a very specific way, with the aim to IMPROVE actual player experience within the financial realms of EvE, and Unleash another assault on bots created and operating within the realm's of the EvE markets AND Contracts!

For this, I prepose, a FOREX style TAX on the most lucrative aspect of the market, the Penny war style of gameplay, where a player, if he modifies an order for any single item with excessive frequency, he must pay a small surcharge on top of the existing 100isk,
the More frequent a player modifies an order or multiple orders for the same item, the higher the tax, but this tax will have to be proportional to the item value.
This will be an improvement to overall gamplay to every one, as more people will find it, not only a curiosity, but a new reality of their experience within EvE.

The idea is to add a bandwidth tax/Domination tax, for every 1000 ISK a Penny warrior puts away into savings, he/she must pay an extra 175 isk in taxes and fee's in the worst case scenario and THE MAIN GOALthe average ISK warrior who will spend say, 20 hours a week playing the ISK game, 5-10 ISK for every 1000 ISK he puts away into savings each month.

This will not inflict any damage on any current player activities on the market, Controlling a single item will simply mean you have to pay more of a premium, ORhave a 2nd merchant in the same Station!!!

and an off topic suggestion, if I may?

Allow Corpses to be reprocessed! YES, thats right, you heard me!
Each corpse, can be refined for a 5% overall chance of recovering 1 and only ONE random implant, perhaps other matter for later game improvements, which can help us integrate DUST with EvE!, I hope you see exactly where im headed with this!

and last but not least,
Make a widget, that players can modify, resize themselves, that will show their EvE connection status something similar to the crtl shift alt M window.

(Edit part)

One more idea.
Add a new tax system to, Faction and Pirate BPC ship manufacture.

For example, to build a Nightmare, In the caldari capital, it would cost 1B isk in Manufacturing rights, and up to 2B isk in the outer-most outskirts of Caldari space, while building the same ship in Sansha space would cost only 250M isk in taxes and 750M in taxes when manufacturing in somewhat friendlier Amarrian space.

For faction ships, Lets say I want to build a Navy apocalypse in Minmatar space in the Capital city the taxes would be 500M isk while manufacturing the same ship at the Amarr capital, would cost only 50M in fee's (best case scenario)

Faction standing should play an important role, but not big enough to push most industrialists out.

- The further away the ship is made from the Capital of the appropriate faction, the MORE taxes, the higher the standing of the character making the ship the lower the taxes.
-The bigger the Hull the higher the Taxes.

This would create a whole new source of Revenue for Players and take a pretty nice bite at the ISK faucet, all of these changes, combined would definitely make a real difference.
This would make these "Shiny ships" shiny again, Lets face it, the gap between T1 and faction is closing rapidly, pretty soon you will start seeing people ganking other people in Navy ship hulls at this rate, lets Kill many birds with one stone, sorry for the pun.
Pirate ships, should be a rarity, INCURSIONS destroyed that, LETS make these ships special and sought after delicacies again!

Furthermore, I believe my idea's are well thought through with the ability to further work off of the changes in the future, furthermore I am greatly influenced by real life thought process, by minimizing the work on the Dev's and maximizing the results in the form of player experience with increasing player count over time in mind.

P.S.
I love the new artwork with the Vegabond!
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#38 - 2012-10-09 08:40:26 UTC  |  Edited by: Kai'rae Saarkus
Verity Sovereign wrote:

2nd: Refining fees - currently if you don't have 6.67 standings with a NPC corp that owns the refinery, they take a cut of the minerals... Less minerals = more isk per mineral = more inflation. I'd simply propose that they don't take a cut of the minerals, rather they take an ISK fee based on the estimated value of the refined material.


This.

Although, you'll need a failure mode where if the pilot is flat broke it takes minerals instead of isk.

On LP

If you make most rewards LP based rather than ISK based, then you need to create a secondary market in LP (ie make it something I can create a buy/sell contract for, or redeem as "Corporate Script" anywhere).

So lazy ratter (me) can just sell LP to industrious industrialists to use, rather than having to go through the hassle of cashing it out into Low Volume/High Price items, hauling them, selling them etc.

Srsly, I want to outsource that hassle.
Arduemont
Rotten Legion
#39 - 2012-10-09 11:24:35 UTC
https://forums.eveonline.com/default.aspx?g=posts&t=96911

Massive ISK sink, the advertising idea that everyone loves.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Inquisitor Kitchner
The Executives
#40 - 2012-10-09 12:00:03 UTC
Kara Books wrote:
I propose, a Jump tax for all nulsec and lowsec systems proportional to total mass and security status of the system, Something small like 1000 ISK per battleship jump, allowing the wallet to go into the negative, for all players up to 200K isk.
Dont worry, you wont feel a thing nulsec dwellers.


Riiight.

Because the Empires taxing Null and Lowsec where they have the least control and don't provide any services for makes sense doesn't it?

Logically it would make sense for the Empires to only tax High Sec gates as thats where they have to pay for their police force and CONCORD to be, as well as all their space stations and industrial and research facilities freely used by capsuleers. Of course there would be a tax break for anyone under a certain age, maybe 2 months.

Don't worry, you wont feel a thing High Sec dwellers.



Quote:
Manufacture:

adding a cost of 10K isk for frigates, 30K cruisers 100K battleships, and so on and so fourth, as estimated added build cost.
(this would effectively raise ship prices by that amount) Industrialists, it wont hurt I promise.

T1 Module manufacture can also have the same style sink.

The market can be improved, by adding a WELL PLANNED, very tactical tax, in a very specific way, with the aim to IMPROVE actual player experience within the financial realms of EvE, and Unleash another assault on bots created and operating within the realm's of the EvE markets AND Contracts!


All that will happen is that the manufacturer's will pass on the cost to the player base. So actually it wont solve anything as higher prices will then reduce demand for spaceships.

Quote:
For this, I prepose, a FOREX style TAX on the most lucrative aspect of the market, the Penny war style of gameplay, where a player, if he modifies an order for any single item with excessive frequency, he must pay a small surcharge on top of the existing 100isk,
the More frequent a player modifies an order or multiple orders for the same item, the higher the tax, but this tax will have to be proportional to the item value.
This will be an improvement to overall gamplay to every one, as more people will find it, not only a curiosity, but a new reality of their experience within EvE.

The idea is to add a bandwidth tax/Domination tax, for every 1000 ISK a Penny warrior puts away into savings, he/she must pay an extra 175 isk in taxes and fee's in the worst case scenario and THE MAIN GOALthe average ISK warrior who will spend say, 20 hours a week playing the ISK game, 5-10 ISK for every 1000 ISK he puts away into savings each month.


This one I sort of agree with but feel it should simply be an "alteration fee". A set amount meaning that you essentially destroy the 0.1 isk game on anything under a certain amount. You could argue that it means players new to the game can't start trading with their initial isk necessarily but lets face it, most people play the 0.1 isk game after building an isk supply in other means.

If you want a meaningful tax Simply increase NPC Corporation tax by 5% for all current taxes(which will remove money from the economy and will increase pressure for players wanting to make isk to join a Player Corporation and be socialble) and make all ores mined have a tax that is also taxed by the Corp. The tax rate of this "mining tax" can be adjusted by CCP at will to basically increase/decrease product costs in the market.

I'd also increase the sales taxes paid in high sec too stations. Most of the buying and selling goes on there so an increase in the tax will not have much of an impact on the individual but as a whole would remove billions of isk.

Finally increase the price of all skills books that aren't "for newbies". The older players are the ones who generate the most isk anyway, increasing the price of the high end skillbooks will help remove even more isk from the top of the economy. For example all capital skillbooks will generally only be bought by richer players anyway.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli