This may have been brought up before but I think it's a good idea.
Back in the days of mist energy, a steady source of income came from elevator passes. People who play Spiral Knights a lot felt it was a good deal to spend a 5-10 bucks to not deal with energy fees. The more time spent playing the more valuable the passes were.
With mist gone, I think there should be a similar purchase-able that could be a great deal for an avid player while still being a solid source of income for OOO.
Updated Version
(To address concerns about abuse and make things more clear. Old version in Post #12)
- An Energy Generator would be a special consumable. It can be traded like trinket/weapon slots.
- Once used, it will add 1 energy to the player's energy bank for every N minutes spent playing the game.
- Each generator is limited to producing X energy per day. Resetting its counter at midnight, server time.
- M Generators can be be active at the same time per account.
- Each Generator will expire 30 days after activation.
- Generators can be purchased for $P.
N, M, X, and P are values will be set by OOO as they see fit. If I were OOOs. This is how I would go about choosing the values:
I would first look at the most popular energy pack that is sold. Let the price of that pack be Q, and the number of energy in that pack be Z.
P = ~0.5Q
X = ~Z/30
N = ~300/X
M = 3 (presumably one for each knight in an account)
Why I think this option would be beneficial
1. It is cheaper energy for regular players.
Someone who plays more than 2.5 hours daily and doesn't need the energy in a hurry would find the Energy Generator a better deal.
2. It has resell value to the F2P player base.
A P2P player who doesn't play 2.5 hours each day would still buy it to sell to F2P players who play 5+ hours a day. These F2P players would pay more money for the Generator than the equivalent energy that can be bought with money spent on the generator.
For the P2P player that doesn't play regularly, the generator is worth 0.5Z energy. For the F2P player, it is worth Z energy. If the transaction occurs with the crown equivalent of 0.75Z, both players gain the equivalent of 0.25Z energy.
3. Net effect is increased revenue for the supplier (OOO).
Everybody wants cheap energy. Only some people have the ability to buy from the supplier. The generator option will make it so more of the people that can buy, will buy. Even if they can't get the best deal themselves, they can sell it at a good deal to those who can't buy it, so there's more incentive to spend the money.
4. Normal Energy Packs will not be obsolete.
Every day, a player can earn at most MX energy from Active generators. Since M is a small number, someone who needs a large amount of energy in a short period of time will still prefer directly buying energy. It makes sense that they will pay more in return for convenience.
5. Players who make a regular commitment to the game gets rewarded more.
To get Z energy at P/Q the original cost, a player must play XN minutes per day, every day, for a month. The less time they commit, the worse deal they get for their money.
I like the concept but it's highly exploitable, especially with just a $10 cost and 30 days to live. 1 energy a minute is quite a lot, and many players may just idle. I sort of unintentionally idle in this game anyways, so why should Three Rings essentially be paying me to take up space on their servers while not interacting with anyone or playing their game? When it comes down to items like these, look at the worst-possible scenario and the best scenario. Worst scenario is that you are cheated out of hundreds even thousands of dollars because someone who bought an energy generator is idling with an autoclicker to keep them on the server 24/7.
Energy is a currency that has real-life value within the game. Letting us "create" that money out of thin air is money that is lost. If I were making 4 energy per minute and I had my game running for 24 hours, I would make 5760 energy. If I did this for all 30 days I would have 172,800 energy. That is over 3 times the amount of energy I would have had if I had just simply bought it, or essentially, over $120 of potential lost income. That is the worst case scenario.
Best case scenario is the player gets just about the same amount of energy as they would from buying the regular pack, maybe a bit more. A potential $5 loss or gain, maybe getting players who didn't pay before to pay now.
In all honesty, a forge pass would be a much better alternative to an elevator pass in this new era. It's not abuse-able and lets paying players do what they need to do, much like before free elevators.