On Sat, 2009-06-13 at 15:24 -0700, Kerim Aydin wrote: > On Sat, 13 Jun 2009, Charles Walker wrote: > >> Again, I object. -G. > > > > I feel this is grossly unfair. I am a new player with very few notes > > and intend to gain most my Notes/ new currency of them through > > proposals. If I have to pay to get them distributed, then this becomes > > almost impossible for me to do with the few Notes I have now. I even > > set the II of that proposal to 0, zeroing the number of Notes I could > > gain from it anyway. If your intention is to get the economy going > > then maybe you could spend some Notes? > > An economy means trade, and often means helping or simple coalition > forming (e.g. a coauthor etc.?). Take a look at the Conductor's report. > Many players have notes burning holes in their pockets. Maybe if no one > feels it's worth paying for, that's a sign...? > > That being said, the economic system should indeed have a "new player > salary" just for said getting started. I'll not object further to > newish players' proposals on economic grounds until that's fixed (this > proposal has already been objected to by others for unrelated reasons). > > Basically, the right answer to balance "arbitrary proposals" with > "quality proposals" is a pay system, but with everyone getting a minimum > salary (say equivalent to 3-4 proposals/month). > Proto: for a player's first month, noteworthy events are doubled; new players also start with a few notes (in addition to the white ribbon).
-- ais523