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CaptainCM
I have been noticing a lot of things about Health Insurance lately, and I have been taking INTENSE courses in finances at my university. Also I signed into CN and put it all together and I came up with something. Insurance on Planet bob!!!

I know that this may be the craziest idea ever posted on the forums. But really think about it.

Nations pay Premiums ---> Collectors Hold Premiums -----> When service is needed the collectors used the premiums collected to pay for it.(For short just call it the "Collector System")

Now just like in Real Life insurance you will pay monthly (Weekly in some cases). Now Bob knows that Infra is your health (whether you like it or not), so it would be considered Health Insurance and WILL be the most expensive. Other things that could be covered are as follows:

Tech - from possible tech raiders (personally, I don't think that its the most profitable)
Military - just in case you lose 10%(or a lot of troops) and you can wait for the Post-War reconstruction period or your Aid department is low on funds.
Land - I dont know why

I know that this is just a theory and may not work out, but you have to admit it does sound good just a little bit.

Possible Answers to Possible Questions
1. What is "good insurance"?
1. Its simple, The more you pay the better, and the more times you pay the better.

2. Who benifits?
2. See this as a win-win game because:
The Provider - gets a cut of the money
The Reciever- gets the money when his/her nation is war damaged

3. How expensive can this get?
3. It can be as low as 2k a month up to 3.5m(3m) weekly

4. Don't alliances provide something similar?
4. Yes, through their military protection from raiders, and recovery aid after wars. However there are alliances that have up to 20 members and may not provide this type of aid because of there size.

5. How much will you have to pay?
5. Depends on your provider.

6. What happens if you miss a payment
6. Depends on your provider. As for me, if I was the provider - I would have you explain whats going on and I may pardon you for missing that payment.

7. What happends if you refuse to pay?
7. Again that depends on your provider. For me if I was the provider I would refund a low amount of your money and cut you off your insurance. And if you tell your alliance I will tell them the problem and they will most likely agree with me, because you agreed to pay me based on your contract and if you break it, it will hurt you more than me.

I hope that answers most of the possible questions, I have to ask that you try not to be mean to me about this. I just came up with this as I was signing in to collect my taxes this week.
ty345
This goes in the Suggestion Box.
CaptainCM
QUOTE (ty345 @ Aug 13 2009, 06:04 PM) *
This goes in the Suggestion Box.


Can the right moderator move this to the suggestion box
Zigrakil
Moved.
CaptainCM
I was just PMed by someone
"is this for the alliance or a person to provide"

This is a "private" agreement, like a classic tech deal between 2 nations however you after the tech deal you will may not ever talk to the person again. However with "insurance" you may have to talk to your provider weekly.
Voodoo Nova
Personally, I find this a tad too complicated to implement into the game. The benefits may be there and the idea is unique, however how could this be implemented in a simple manner, to keep with CN's simplicity as a game?
Aeternos Astramora
It's interesting, but I'm totally confused at the setup.
United Liberation
QUOTE (Voodoo Nova @ Aug 13 2009, 09:14 PM) *
Personally, I find this a tad too complicated to implement into the game. The benefits may be there and the idea is unique, however how could this be implemented in a simple manner, to keep with CN's simplicity as a game?


I agree 100%. I am very confused with the setup, not sayin' that it is a bad idea or anything, but i really would like to keep, like everyone else said and says, "to keep the simplicity of the game simple"
Scorponok
A good suggestion, but to right he idea and work is is another story.

So this is my take on it;

All nations have an option to be insurance providers and collectors, the providers can out of their own pockets fork out the lost Infra or whatever, for the weekly price. But only up to a certain point. The Collector pays the Provider weekly "hidden" money transactions to cover the Providers expense, this may be tech in exchange for protected Infra...

Is that what you're thinking?
Essenia
We already have insurance in CN. We call them warchests.
CaptainCM
QUOTE (Scorponok @ Aug 14 2009, 06:05 AM) *
A good suggestion, but to right he idea and work is is another story.

So this is my take on it;

All nations have an option to be insurance providers and collectors, the providers can out of their own pockets fork out the lost Infra or whatever, for the weekly price. But only up to a certain point. The Collector pays the Provider weekly "hidden" money transactions to cover the Providers expense, this may be tech in exchange for protected Infra...

Is that what you're thinking?


Thats what I was thinking about. Also if the Provider is a Highly developed nation, this would be another way to earn tech. Also Scorponok just took my idea and made it simple for just about everyone.

Thank you Scorponok
CaptainCM
QUOTE (essenia @ Aug 14 2009, 12:30 PM) *
We already have insurance in CN. We call them warchests.


True but as you already know, some people have "expensive taste". So this insurance idea is to help those who blew through their warchest, a backup plan.
CaptainCM
QUOTE (Voodoo Nova @ Aug 13 2009, 08:14 PM) *
Personally, I find this a tad too complicated to implement into the game. The benefits may be there and the idea is unique, however how could this be implemented in a simple manner, to keep with CN's simplicity as a game?


Aeternos Astramora
It's interesting, but I'm totally confused at the setup

Here's a simple version

Nation A Pays Cash(or Tech) to Nation B, and when Nation A loses X amount of infra then Nation B will send Cash to help Nation A rebuild after a war/raid. You may need to know how insurance works to get the WHOLE picture. Also this idea is suppose to work like a tech deal.
CaptainCM
QUOTE (United Liberation @ Aug 13 2009, 11:55 PM) *
I agree 100%. I am very confused with the setup, not sayin' that it is a bad idea or anything, but i really would like to keep, like everyone else said and says, "to keep the simplicity of the game simple"


I bet when tech deals were introduced it was at first seen as complicated. As I said before it suppose to be like a tech deal(but with cash depending what the provider wants)
Allan a Dale
Instead of making one post minutes after the other to reply to different people, you can edit your first post next time.
Voodoo Nova
QUOTE (CaptainCM @ Aug 14 2009, 02:57 PM) *
I bet when tech deals were introduced it was at first seen as complicated. As I said before it suppose to be like a tech deal(but with cash depending what the provider wants)


Tech deals are not part of the game mechanics, its a transaction made up by the players. This seems more like a type of transaction deal than it is a suggestion to change the game mechanics.
PrideAssassin
So... What happens when the provider gets blown out of the water? Or refuses to pay? Or goes rogue?
Meh. It's not even worth the Aid slots being tied up, let alone the ungodly amount of time a claim would take to pay out.
ty345
QUOTE (CaptainCM @ Aug 14 2009, 02:48 PM) *
True but as you already know, some people have "expensive taste". So this insurance idea is to help those who blew through their warchest, a backup plan.

Good warchests don't get blown through. That's what makes them good tongue.gif

As for the idea, probably not worth putting in the game. Too complicated, with very little point. Alliances already do this sort of thing, and therefore no gameplay mechanic is needed.
CaptainCM
This was not suppose to be apart of the game, its suppose to be a transition deal(example: a tech deal)

Note: Moderator if at all possible close this on 8/20/09
Voodoo Nova
QUOTE (CaptainCM @ Aug 14 2009, 08:33 PM) *
This was not suppose to be apart of the game, its suppose to be a transition deal(example: a tech deal)

Note: Moderator if at all possible close this on 8/20/09


Then I think this would be more apt to be placed in the Gameplay Discussions than in the suggestion box.
King Diamond
QUOTE (ty345 @ Aug 14 2009, 03:15 PM) *
Good warchests don't get blown through. That's what makes them good tongue.gif

As for the idea, probably not worth putting in the game. Too complicated, with very little point. Alliances already do this sort of thing, and therefore no gameplay mechanic is needed.


Yeah but this way you don't have to save up for a warchest, and it's pretty much untouchable by any foreign nation.
At least that's what I get from it.
Emperor Stranger
The emperor approves. smile.gif
Voodoo Nova
QUOTE (King Diamond @ Aug 16 2009, 12:12 AM) *
Yeah but this way you don't have to save up for a warchest, and it's pretty much untouchable by any foreign nation.
At least that's what I get from it.


That reminds me of the old banking organization that alliances used/use. It went obsolete for warchests a while back. Still, it isn't really a game mechanic suggestion as much as it is a monetary transaction idea that uses already established game mechanics.
Jinnai
QUOTE (Voodoo Nova @ Aug 14 2009, 02:14 AM) *
Personally, I find this a tad too complicated to implement into the game. The benefits may be there and the idea is unique, however how could this be implemented in a simple manner, to keep with CN's simplicity as a game?

Well the idea could be simplified, especially if the game itself was the provider.

FE:
Improvement: Insurance Agency - max 5 - Each IA allows you to insure your assests at 10% cumulative amount (for a maximum total of 50%). You can insure land, infrastructure and technology. The insurance does not cover losses due to events.

Cost/day: (without plugging in formulas atm) would be based on the current cost to by 1 unit of the item factored by the uncapped GRL and/or the total number of wars in the game/total number of nations (the former would be more accurate for the risk, but GRL is probably easier to compute as still gives a good estimate.) The cost increases each time it is used for a period of 600 days, however you should be able to see the change in cost before using the service.

Payout - .1 * number of IAs you posses * the maximum total from when you last collected the amount. This would require the engine to variable maximum values in it, something it doesn't seem able to do atm. When you collect the insurance the new maximum is set and whenever you go above it, it will reset to the new maximum.



That's a lot simpler and allows for the essential task to be done. However, I'm not sure it's worth it (which is why I didn't bother plugging in any formulas).
Mesteut
QUOTE (essenia @ Aug 14 2009, 09:30 PM) *
We already have insurance in CN. We call them warchests.


This. I agree.
CaptainCM
Or we can insure warchests instead of Tech, Infra, etc
MaGneT
QUOTE (Jinnai @ Aug 16 2009, 03:53 PM) *
Well the idea could be simplified, especially if the game itself was the provider.

FE:
Improvement: Insurance Agency - max 5 - Each IA allows you to insure your assests at 10% cumulative amount (for a maximum total of 50%). You can insure land, infrastructure and technology. The insurance does not cover losses due to events.

Cost/day: (without plugging in formulas atm) would be based on the current cost to by 1 unit of the item factored by the uncapped GRL and/or the total number of wars in the game/total number of nations (the former would be more accurate for the risk, but GRL is probably easier to compute as still gives a good estimate.) The cost increases each time it is used for a period of 600 days, however you should be able to see the change in cost before using the service.

Payout - .1 * number of IAs you posses * the maximum total from when you last collected the amount. This would require the engine to variable maximum values in it, something it doesn't seem able to do atm. When you collect the insurance the new maximum is set and whenever you go above it, it will reset to the new maximum.



That's a lot simpler and allows for the essential task to be done. However, I'm not sure it's worth it (which is why I didn't bother plugging in any formulas).


That's exactly how I interpreted this idea when I first saw the thread title.
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