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Insurance
Now with fraud!

To top off my latest rapid-fire Idea thread posting.

An emerging game genre in the real world is the extraction game, or extraction shooter game, with titles such as Escape from Tarkov and The Cycle: Frontier. I choose these two titles out of a growing list of them for a specific reason: insurance mechanics.

These games are PVP games where players collect equipment and gear to stake it all in a 'raid' where they may die and lose all of their equipment behind. Sound familiar? As one could guess, these games have the same issues of risk aversion that Sindome does, with an extensive discourse on the matter that Sindome could not rival with a hundred BGBBs. One search of 'tarkov gear fear' on Google can get you dozens if not hundreds of threads and videos on the subject of people being worried about taking their equipment out and losing it.

I am getting to a point. These two games (Frontier shut down, so I guess this one game) have a system in place that is meant to alleviate these concerns and anxieties to an extent while still making death undesirable enough that you don't want to be playing like a doofus. Insurance returns in Tarkov simply return your gear back to you after a day or so if your equipment was not taken out of the raid (not ideal for Sindome) and insurance in The Cycle pays you back a portion of the cost of your equipment if you lose it. Both of these require that you stake a percentage of the gear value in order to enjoy the benefits.

In Sindome, a CNC-esque anonymous booth that scans your body or individual items to get an idea of the average prices of the equipment and cyberware at hand, makes an offer on how much money it costs to insure it (10-25%) and subsequently pays out about half the cost of the insured equipment if your insurance claim is accepted (in a similar system to the loan terminal) could be an alternative to slashing prices wholesale. Then, people who staked a large kit on a fight that didn't pan out can fall back on their own insurance claim to recover some of the cost, even if it isn't enough for a complete rekit.

I think it's a nice idea but the biggest pushback from staff has been the potential for abusing the system. Will admins review each claim individually to make sure the claimant didn't fake their death, mugging, etc? I'm really interested in how we can implement fraud-proof safeguards so this doesn't become a quick get rich exploit, that of course has its places in the game but should be led by roleplay.
I think the only real part of the game that suffers heavily from this are solos, especially truly independent ones that don't have coded support.

Rather than a new automated system though, I think this is easily solvable by allowing Johnsons to reimburse even for failed operations resulting in death. Reimbursement budgets are massive and if a solo were to die on a job for an entity with access to such, I think Staff team should (and probably already are) be more accepting of someone framing it in a way that sees the solo reimbursed for some part of the loss.

Additionally, and I can't say this enough, the game desperately needs to remember that selling back gear/returning it in exchange for work to make falls/death easier would alleviate a lot of the concerns rather than taking all of someone's equipment to just stockpile it.

Sounds like a good job for an investigator to do. Instead of private eyes bring on the new generation of claims investigators! Might even find a way to use forensics, but probably not.
Example: you can insure your gear, but the insurance only lasts for X amount of days days and can be paid out only if you've died within the specified time range.
To make it more clear, I mean that almost all combat roles in the game already have some kind of insurance. Those in the upper echelon moreso to encourage conflict. I think the only class that needs some love are the neutral solos that don't have access to the same resources, reimbursements and safety nets that other combat characters with affiliations have.
This is a good idea but I don't like it being an automated system. It reminds me too much of a game that's meant to be more arcade like when SD is supposed to be RPI. There should be a process that's moderated to avoid a character just dying and immediately running to a machine to get their chy back.
I think it could be done. The booth could log the specific items in question and get their unique IDs and if those items are still in possession of the same player, the claim is denied, or if it is in possession of a close friend, the claim needs closer investigation. The insurance auditors are completely anonymous and don't reveal who killed who, but they know.

There's a similar system with the loan terminal and insurance claims on collapsed loans.

The issue is that it's obviously not profitable or a good idea in realistic terms to the game world, same as loans and insuring loans is not a good idea or realistic to how the game actually plays. It's a type of mechanical concession to maintain the current economy while providing cushion to people who are verified to have died or otherwise lost their gear and thus have taken a serious risk and lost their ass on it.
I suggested reimbursements being used for this very reason, especially when it comes to moderation and keeping things RPI. Staff tend to have a greater view of the situation OOCly and thus be able to balance things out better than players. If it was ICly acceptable to reimburse for independent contractors failing as well, maybe as a good biz initiative of some sort, I think it could easily be used to cover a part of the cost of a loss for the independent solos that really need it and don't have faction support already.
I think there is some precedence for that in calling it 'hazard pay' but since most deaths vastly outweigh the pay of a job, I doubt these reimbursements would actually help much.
They can outweigh the pay of the job as part of some insurance. A corporation going 'work for us on this temporary contract and we'll even offer hazard pay' is themely IMO and acceptable. Even then, with the percentages suggested in this thread (like 15-30) would come down to an average of 40-50K for MOST characters excluding the occasional solo geared to the gills, but again, those tend to be affiliated with factions already that help with Ls. Even then, budgets are massive enough to support one or two solos like that without trouble. Most of it goes unused anyway.
Additionally I think reimbursements allowing for insurance like that would help a lot with encouraging solos to partake in more conflict that puts them at odds with other organizations or a part of the playerbase, such as working for a corporation/WJF/syndicates since at least there's the possibility of some kind of reimbursement even if things don't go to plan.

It'd be more RP and allow more flexibility while encouraging players to involve themselves with higher risk organizations.

"I mean that almost all combat roles in the game already have some kind of insurance."

I can't hear you over how loudly corpo this is lol.

But in terms of the overall idea: Sindome takes DNA from enough games that have similar systems that the gameplay benefits are obvious to me, the difficult part is policy valuation and adjustments which I don't even understand and I've read a fair amount about it. If there was someone who understood the maths to create policies, they would be very useful to offset risk.

I don't think it's very corpo. Excluding independent solos in the Mix like I said are the only exception, there are lots of failsafes in place for combat characters affiliated with either Mixside or corpside organizations. Gangers, syndicate members, TERRA and so on are examples of where there is some form of insurance against losses in place already, even if they might not necessarily be in pure liquid chyen.

And you have to bear in mind that gangers, TERRA and so on recover easier from losses as they encompass the early-mid game where you're not meant to really be walking around in hundreds of thousands of chyen in gear, and losses are meant to be easier to recover from as you didn't have much in the first place.

Syndicates are basically an infinitesimal rounding error on what conflicts are happening, they could roughly approximated as zero on a first pass. TERRA could be deleted tomorrow and the net conflict might actually slightly rise. Only really gangs are producing amounts of conflict relevant to the ecosystem of the Mix and they're still a minority.

The bulk of the game's real conflicts are going to be characters whose role has nothing to do with those conflicts, they're bartenders or beauty queens or cab drivers or Wicks or lease holders or thieves just random people with opportunity or anger or need.

Put it this way: We can't tell players they are part of the conflict ecosystem in the game whether they want to be or not, whatever their role is or isn't, and then say they don't need the same access to risk mitigation or recovery options because that isn't their role.
By 0x1mm at Feb 23, 2025 2:16 PM

The bulk of the game's real conflicts are going to be characters whose role has nothing to do with those conflicts, they're bartenders or beauty queens or cab drivers or Wicks or lease holders or thieves just random people with opportunity or anger or need.

One could reasonably argue that those characters would have less to lose, are engaging in small conflicts, or would likely be seeking out support from another entity to drive their ambitions forward.

I'm curious about something. Is there not an expectation of players in senior roles (which have been called "player GMs" in the past) to effectively use the resources at their disposal to soften the blows of individuals under their employ?

I don't know why a bartender would need an automated insurance option, much like what I said about gangers don't needing one. Characters can easily recover their chyen losses (and staying on topic, I mean directly what's on them or have in them) at that level. Moreso if they're a bartender, or a social character through their RP jobs or even automated systems easily. If you were to do the maths with a 25 to 30% percentage of losses insured, I'll spitball some numbers here but I don't think it'd honestly cross the 15,000 chyen mark for 95% of those characters, which is barely higher than the weekly automated income cap.
I forgot to add that I've been writing on the basis of the insurance paying for like 25-30% of the value of gear rather than half like OP initially suggested. I think half of the cost being reimbursed as standard is a bit too much, though it could always be scaled depending on the context and the difficulty of the job, and it might even be a way to encourage punching up/taking a risk against overwhelming odds vs punching down/taking easy jobs. Staff moderation would be helpful here as well especially if done through reimbursements or really any other form of moderation where the claims can be reviewed.
Well, one thing to consider is that if you pay 25% or so in the gear cost to reimburse it in the first place, and losing it all pays you back 50%, you are only really getting 25% of the kit cost back, the other 25% is what you staked on the policy.
Fair point, in that case yeah, 25% is an apt percentage.
Without risking IC info, some of these named organizations do NOT have reimbursements as claimed. It's a shame because these organizations could be a lot more than what they are and a lot more engaging. When most of the player pool populating these jobs are new-mid tier characters getting their feet wet with combat it is understandable that they won't want to put fourth much effort when the pay sucks and getting killed means you lose a uniform and equipment you have to buy back at a pretty high price in comparison to higher end gear.

I think reimbursements should be made available to every faction from gang members to the higher echelon of shadow guild. The money is there. We are supposed to ambiently account for 90 million people but also act like a small corporation with a government contract has no money, or a gang that collects ambient tolls, drug profits, mugging profits, dip profits and all other things that go hand in hand with crime don't have the available funds to cover things?

I also think entities with reimbursement ability could easily begin making things better for solos without system changes by adopting a practice of giving a percentage of the total sum up front. A deposit if you will, that isn't refundable. That rate can be negotiated IC.

I suggested this at the town hall. YAY!
I don't know why a bartender would need an automated insurance option, much like what I said about gangers don't needing one. Characters can easily recover their chyen losses (and staying on topic, I mean directly what's on them or have in them) at that level.

At what level? There's no levels. Some of the game's deepest bodycounts in both directions were from bartenders, or cab drivers, or lease holders. I swear syndicates should just be deleted completely, it makes players totally myopic about the rest of the game that actually does everything while they stand about complaining about how expensive it is for them to do anything

While I agree that paying out insurance from reimbursement budgets is an interesting idea, it's not as simple as just doing it. Reimbursements require GM approval, so doing this needs staff buy-in before players can touch it. I also think it would deeply cut into budgets, they are not infinite and some factions do use a significant portion of their allotment.
I think you're ignoring the fact that those players and characters have avenues of making chyen through RP or skills that solos don't. A bartender or beauty queen tends to make chyen tailoring, for example. A cab driver makes chyen through tips. I know you hate combat characters with a passion, but combat characters' weakness is that, as you've said yourself multiple times, that they don't have as many avenues of chyen making. A solo's main income is combat that involves extreme risk and death.

If a character that isn't a combat character has no avenues of making chyen through RP or their skills, and needs an automated system to cover their losses (which tends to be way, way smaller than a solo's) then I don't know if that's encouraging the right kind of play, driving players to automated systems.

The ideal here is if there was some in-game organization that handled the 'insurance' run by players who could accept or reject claims as they saw fit, leading to conflict and potential situation where one-too-many-claims were rejected and someone has an unfortunate lunch break.
@batko: What is the process that GM needs to undertake to approve a reimbursement? Is it a matter of time/effort? I can see a backlog of requests if every faction had access to the process. My limited experience with it was you had to use a code that your boss gave you. If you had the code then it was assumed you wouldn't try and make claims that were a waste of time.

As far as budgets go, is the chyen note not just paper and the money machine goes brrrrr as far as the Withmore economy? I think in the last 48 we have had some real good discussions on either slashing prices or paying out more, but I admit I am ignorant to the entire concept of a factions budget, so I don't know.

I can imagine it does take up some significant effort but a lot of this would be in verifying if the reimbursement request reasoning lines up with what that faction typically agrees to allow reimbursements for. Some factions use it to spur art creations, others use it to kill people they don't like, and stepping too far away from the 'rules' of your specific budget gets you hit with a denial.

Just about every budget has a monthly limit on how much you can reimburse. Yes, the money printer goes brrrrrr but controlling the flow of that money is how corporations maintain their hold.

Regarding what corpies and other characters with budgets usable for paying other characters being able to pay for failed jobs…

I can not speak for now. But I can say that, in the past, I had a corpie character who almost always aid up front, at least in part. I did have to negotiate it with GM controlled PCs but they were fairly accommodating about it at the time. I had the same view. The job should come with pay, fail or succeed. At least some. So I guess I am saying that it was possible and likely still is.

Regarding what jobs or organizations can get reimbursements... I think that some are well known to support this. But I suspect that many, many more will fork up some chyen or gear if engaged with. Though it might not be as much as one would like or one might be told no.

I will say that I am happier when the organizations that PCs are a part of take a back seat and the onus is on the PC to go and shine or fail. I have seen these organizations (syndicate, gangs, corps and WJF for example) prop up their PC members before and I personally felt that it hurt the game more than helped.

I would also say that, in a way, all of these organizations DO support their PC members. Gangs get rackets. Most jobs get a salary and some benefits. Some get access to NPCs to help them out, even in combat. I am a fan of providing PC members with well known and consistent resources like this then letting them go as far as they can with it

I certainly don't want these orgs to be stepping in and forcing victories for their members or saving their member's bacon too often. If that happens, I think we just become the org's PR face and who gets to succeed or fail is determined by staff and their idea of what orgs should win or lose. I prefer to be the deciding factor, not being a third leg for the org I am in, along for the ride.

"I know you hate combat characters with a passion, but combat characters' weakness is that, as you've said yourself multiple times, that they don't have as many avenues of chyen making."

My last three characters have been combat characters, two out of three of my biggest player idols are ReeferMadness and Villa who have more bodies between them than my local cemetery. I think Batko and Necronex666 are two out of the five most expert players in the game when it comes to any discussion of contemporary high stakes Mix gameplay.

I don't hate combat characters at all, I think violent conflict is the lifeblood of the game – the point I am making Cowbell is that you're drawing very strict lines about who is and is not conflicted oriented and who should be allowed to be, based on their jobs, because those things are sharply defined in corporate play. They're barely defined at all in Mix play.

If someone didn't need insurance, they wouldn't need to pay for it, or would pay for it to no benefit to themselves, this kind of hypothetical system would be self-regulating as to who would benefit or not by definition and doesn't require players to decide who gets to be risk taking or conflict engaging or not.

Switching to reimbursements versus insurance, the issue with reimbursements (though my experience is several years old at this point so grain of salt) is how they scale between factions based on population. There's only so much you can unrein them before the faction with five active players in it is generating effective incomes uncompetitively beyond the faction with two active players in it.

There has to be a certain amount of soft and hard capping involved to keep things competitive. The advantage of a pay-in premium insurance concept (though again I'm sort of handwaving away the difficulties of price adjustment and valuation) is the more insurance players take on, the more they're spending, which makes it less likely to advantage a group of 10 players versus 1 player.

I already have a fair idea of how this is going to be received but, in regards to the matter of high/max UE solos who typically take the most risk, have the most to lose, and unless they can play 20+ hours a week just kissing ass and hustling contracts from everyone probably aren't making as much as people might think, why don't we just consider making it an established and supported role/job that comes with a modest weekly payout?

Staff can create guidelines for it, be selective of who qualifies, critical of those not following said guidelines or pulling their weight within reason, and while it's not a lump sum fix for a job gone wrong it's steady reliable income that can be saved for those rainy days. It also frees up more of their time to put towards plot-pushing jobs instead of having to go sling candy or deliver crates like an immy because work's been slow that month.

Yes they could go and get any old mix job if they wanted to in order to fill that gap, but there are issues with that I won't touch on here and more than anything it feels very unthemely at a certain point. A higher stakes criminal solo having to clock in for their 9-5 at the factory or local bar is not the vibe.

(Sorry if this is too off-topic it's been on my mind a lot and seemed relevant)

I think you have a very clear misunderstanding of what I'm suggesting. I'm against the idea of a free-for-all CnC booth where anyone can have access to insurance. I'm not drawing lines because the game has already drawn lines in the form of coded perks, reimbursements and safety nets already in place depending on one's job.

I've only pushed that independent solos that don't fit in as things stand don't have any of that coded support. TCS could have filled that in, but so far, some form of factional support/reimbursement help/perks don't exist for those types. I think the game is fine otherwise as things stand when it comes to recovering from losses for most cases of conflict, be it corp or mix.

"I already have a fair idea of how this is going to be received but, in regards to the matter of high/max UE solos who typically take the most risk, have the most to lose, and unless they can play 20+ hours a week just kissing ass and hustling contracts from everyone probably aren't making as much as people might think, why don't we just consider making it an established and supported role/job that comes with a modest weekly payout?"

This is basically what Syndicates are supposed to be, the problem comes in that if you have jobs that are well-compensated and powerful Johnny Whiteshoud gigs, the pool of players who just Want To Be That Guy starts to quickly exceed the pool of players who are actually good at those role, or who will do something with them beyond self-aggrandizement.

I'm more and more of the opinion that the game should really look to scale back conflicts to more street level focus and involve way more mid-tier level storytelling and development – this was something that started to get focus a few years ago but fell by the wayside when Storm left. A system that equalizes risk-mitigation across the entire economy at once could be an interesting part of moving away from the old paradigms of Mix conflicts being driven by factions that don't have a lot of reason to drive them.

"This is basically what Syndicates are supposed to be, the problem comes in that if you have jobs that are well-compensated and powerful Johnny Whiteshoud gigs, the pool of players who just Want To Be That Guy starts to quickly exceed the pool of players who are actually good at those role, or who will do something with them beyond self-aggrandizement."

I don't know how to make the quote pretty and italic forgive me. Yes though that was included in my comment about ass-kissing because the only way to get paid well as a solo is to be the go-to of a syndicate, a corp or both. In the case of the former that watering hole is already pretty small, and now even the latter might be too as players reroll or change jobs as is the usual eb and flow of the game.

If the concept of PvE didn't make most of you recoil in disgust I'd suggest taking a page out of Some Other Game's book where solo types get paid for completing contracts against randomized NPCs, which would encourage going out and street conflict a lot more, BUT I'M DEFINITELY NOT SUGGESTING THAT.

Really imo a good start is creating a coded solo role so as long as they're taking contracts and trying to get them done they can slink over to a terminal at some shady location and cashout their ramen money for the week.

@Nymphali

I'm going to keep on pushing the idea of reimbursements being used for this codedly to support solos. To address some concerns: I really don't think it's going to significantly bloat budgets. I also don't think that this support should be something all the time. Without going into IC details, the factions that have these systems in place tend to cover these kind of things once a month, up to a limit, so that it's not something you can just keep on using over and over after dying.

Staff could even create a new budget code specifically dedicated to hazard pay with a preset amount of budget (for example, 250K) which players/player GMs would know and are expected to budget accordingly. So maybe balance things out a bit between that one super risky job and then some easier ones within the same month. I don't even think that's necessary though as some factions have budgets that can reach up to a million and I really think could support this.

Seconded
By Nymphali at Feb 23, 2025 3:52 PM

Really imo a good start is creating a coded solo role so as long as they're taking contracts and trying to get them done they can slink over to a terminal at some shady location and cashout their ramen money for the week.[/quote

Just as a reminder, there are CnC bounties that accumulate through semi-automated means and provide enough information for you to seek the targets out. It may not be a huge return on each individual bounty, but it is not meant to be.

The issue with a coded solo role is that there is zero in-world reason for anyone to be paying terminal checks to someone who is literally only a solo. While more consistent work for these archetypes would be nice, there's complaints both when bodyguards are employed frequently and when solos have a dry spell of available contracts.

Once a neutral faction hires up all the combat talent in the game, it usually ceases to be neutral. Other solos shouldn't necessarily all be your friend. If a faction were to begin hiring solos to just be solos, it would have to have very strict rules on when you are or are not allowed to refuse a contract, heavy consequences for leaking contract details, and so on. And then who wants to play that?

But if you don't apply this to a 'neutral' faction that conveniently consumes all available solos, then they pretty quickly start covering for their friends, themselves, and other employees who will follow suit. Syndicates and corps have clear 'these are our employees, and solos are just solos' rules and regulations that prevents their assets from riffing off of the organizational power too much, which is the issue when instead of direct asset relationships, they all have to go through the Solo Terminal and hope the players inside haven't unionized against them.

Reimbursements with who? Who are these Mix factions that have million chyen budgets because I've been in most of them and don't remember that.
Even syndicates have nowhere near a million chyen budget.
I didn't mean just Mix factions, I'm talking about any organization that can support solos through reimbursements, topside and in the Mix. That being said, I think Mix organizations can still support it with what I mentioned above as most characters except the top 1% even when it comes to high-end solos won't pass the 50K mark with the rates of 25-30% of insured equipment loss.
@batko

I acknowledge that my idea is tricky and that I'm not sure how best to suggest implementing it in order to avoid those concerns, the gist I guess would be ICly accepting solos are independent and neutral but OOCly having some coded consideration for the role that we kind of handwave IC so no one cares or wonder where Joe Solo is getting his steady 3k a week.

On the risk of veering too far off topic, I do consider solos working day jobs to be themely and pretty much part of the game culture at this point. If someone doesn't want to do that, fair enough, but your local bouncer secretly moonlighting as a syndicate thug is actually pretty cool to me.
Corporations might as well be on Mars. They cannot be relied upon to drive gameplay elsewhere, they have their own focuses and own player interests and own roleplay and the idea that corporate budgets will substantively drive Mix gameplay is largely an aspirational myth in my experience.

And just to agree in concert with Batko on her point, there is no such thing as a neutral faction, as the Hall of Justice has thoroughly demonstrated over its lifespan. Any faction with money and power and hitters is just another syndicate with a different coat of paint and the four we have now didn't exactly solve a lot of these problems.

We should be moving more and more to distributed and automated mechanisms of conflict support that don't require favouritism or politicking or access. Insert coin, achieve outcome, these are the most reliable mechanisms to drive highly active engagement. As soon as it becomes about puppet requests and who gets what and subjective staff intervention we're just in the same place we are now, spinning tires.

I think that's another problem entirely, 0x1mm. I'd argue corporations should be trickling down those massive budgets into the Mix and supporting gameplay. I can't really speak for your experience, but from my own it's happened frequently and still is happening. I think staff also mentioned in the town hall how there's been a lot of corporate involvement in Mix conflict recently, so that's in line with what I've seen happen.

I do think there should be more though and an expectation that corporate players engage with these things frequently rather than it being one or two of them once upon a blue moon.

Everyone agrees on that point I think, Cowbell, but as with all things, that corporate moolah doesn't bless everyone. I think insurance would be a nice fallback for people who need it most. If people who don't need it still buy it– who cares? Money sink.

In fact, if it's a time based thing, like six month contracts maybe, it could be a consistent money sink even for the more wealthy among the murder populace.

I think my view ultimately just comes down to my intense dislike of automated systems and desire to rely on player-to-player interaction wherever possible. But I also do understand the perspective of how my suggestion of making it more interaction-dependent and reimbursement-reliant is more flaky than an automated system would allow, and there could be risk of bias and so on due to player and Staff involvement.
I think automated systems that provide income should be scrutinized, but systems that systemically reward risk taking insofar that they only soften a blow that you have been confirmed to take by risking death and ultimately dying is much different than stacking extra chyen by selling drugs to NPCs.
"I think my view ultimately just comes down to my intense dislike of automated systems and desire to rely on player-to-player interaction wherever possible."

It's a common opinion, but the bottom line is players cannot generate chyen. Almost all chyen that exists in all player-to-player commerce and conflict came from 'automated' sources, really the only money in the economy that entered it otherwise is the small amount that did through subjective plot payouts and reimbursements.

The fundamental nature of the game's economy is that players must get chyen from sources which generate it, and that nearly all spending in the game causes chyen to leave the gameplay economy. When you update your clone you're not funding the staff at Sense/Net who use their pay cheques to purchase goods from someone's shop and hire players, it's gone forever.

If you want to pay someone, or buy something from someone's shop, that money physically needs to come from somewhere. If it didn't come from an automated source, it came from someone who got it from one, or more likely many someone's who got it from them. The idea of 'automated income' being something that is anathema or incompatible with player-driven economics is just not based in practical reality in my opinion, and really comes from an old belief that gameplay came at the expense of roleplay that I don't think was ever true despite how popular it was for the longest time.

I see your point. I don't think all automated income is bad and I see how it's necessary to generate chyen - I just think that if it's possible to do it through RP or interactions, we should at least try that first, which was the basis of my reimbursement suggestion. It's not hard to implement, barely needs any coded support, and so on. I have this opinion with basically anything new that could be implemented, though. At the end of the day, I do think this could work, just that in my head I'd want to see if we can experiment with a non-automated system first.
Yeah I definitely agree that anything that works within the paradigm of what systems are already present is a billion percent more likely to be reality and more workable in practice.

I genuinely don't even know you could create a coded system that could account for the fact that (most) gear really can't ever be destroyed for the most part, or how life insurance could even work in a world where characters are still alive to benefit after cashing out their policies, but if there was some way to do these things I think the concept of them is good, in principle.

I wouldn't look at it as life insurance. It's more like car insurance. It's not about you dying, but moreso losing your tools and equipment.
Right, I am sort of thinking in terms of like, if you have car insurance and the policy covers a total loss, there has to actually be a total loss for coverage to not be generating more market value than existed to start with. The car may need to be physically scrapped before anything will be covered, because total loss coverage when the insured item still exists and retains full or partial value after is… I'm not even sure, I'm trying to think of a real world analogy for that.

It's like insurance fraud but with no intent to defraud, I guess, players (as a whole population) would always be net beneficiaries because someone has the gear and someone else got compensated… and actually as I type this that's actually a really strong motivator to kill people for their gear because in a way everyone wins a little bit.

Yeah the more I think about that the more it makes sense as a gameplay motivator, the economics don't make sense in the real world but they would definitely make sense in a virtual game world because it would create 'perverse' incentives to lose stuff to other players to the net benefit of everyone which is basically exactly what we want to encourage.

I struggle to imagine how to implement it though.

It's sort of like Pay For Policy => ?? M A G I C ?? => Reimbursed For Loss.

Almost need like a part time policy writer on staff just for that.

A piecemeal demonstrator option might be something like nanogenic loss insurance since their value is fairly static and their loss is always total.

It wouldn't be that complex. Have someone step into a booth. A machine evaluates and tags the particular items they are wearing, and the chrome in their body. It gives you the overall value of what is on their person. They pay 20% down what their overall gear is worth down, and then 5% every week while they have the policy. Your shit gets stolen? File an insurance claim, receive 50% of what your overall gear was worth.

Thinking to trick the system by filing a claim and getting your shit back? That works… Once. Any attempt to re-insure an item already claimed under an insurance policy cannot be claimed under insurance again until a period of at least six months have passed. If you're afraid of losing it, maybe consider selling it to someone at a cheaper rate than usual since it can't be insured and buying a new one that can be.

Attempts to abuse this system ICly will resort in you never being able to buy insurance ever again.

OOC abuses get you banned, as usual.

This system already exists to an extent in the WSB loan terminal.

In this case, the loop looks like this.

Player enters booth/office/whatever.

Booth scans them. All armor, cyberware, and weapons on and in them are listed for insurance.

A price is given to the players for whatever percentage of the game value the sum of these objects costs.

The player can accept and pay the money. If they do so, all the item IDs are recorded in a note for staff. If a player tries to claim their insurance, staff can do a simple investigation into those unique IDs. Are they still in possession of the items? Did they even die/get robbed/etc? Did they only lose part of their kit, mentioned in their note they left when claiming the insurance?

Approved or not approved. Payment or refusal is delivered by the same booth or office. The faceless insurance company can decide to only partially pay it out if there was only a partial loss, etc.

Is this a perfect idea? No. I am just suggesting possible alternatives to the whole 'everything is way too expensive' dilemma since Slither has mentioned pushback on item price slashes and has asked for alternatives. This is the only method I can think of that doesn't involve throwing more money into the game (macguffins and cargo) or reducing costs wholesale.

"They pay 20% down what their overall gear is worth down, and then 5% every week while they have the policy. Your shit gets stolen? File an insurance claim, receive 50% of what your overall gear was worth."

Good god Adam, I don't want to know what your car insurance payments look like.

I see what you're getting at now Batko, I was thinking like traditional life insurance but this would be more like a prepaid retail policy, something like what gets used in travel insurance. It would be basically like EVE insurance except the policy would cover the modules in addition to the hull loss. We could even use their metrics as a model for how to price them, the catch being their insurance policies last 12 weeks maximum.

What about 20% down on 100% coverage for 4 weeks? That's basically maintenance costs for the best geared players of ~150,000c a month. For a gear tier down it would be about ~80,000c a month. For the 'average' decently geared player maybe ~20,000c monthly maintenance which is starting to be in range what they're paying on SIC and clone updates.
I'd err on the side of longer term policies until results are tangible. Once people are dying often enough to make a 4 week period seem likely to be worth purchasing, then time limits on the policies should be tightened up. Of course, this is all hypothetical as we're not the designers or programmers or decision makers here, but that's my input.
The main thing I am thinking with the period, is that if it's a snapshot pre-paid policy, the more time that passes with the same snapshot the greater the likelihood that the gear that may be lost and the gear that was insured don't line up as much and tidy reimbursements are more likely to turn into several messy partial payouts.

A potentially common situation of that type, for example, would be characters insuring with their best armour, weapons, nanos and cyberware, but actually dying with just the nanos and the cyberware because they were in street clothes with a daily carry weapon.

In any case though, I like the idea. I'm not totally sure if in a world where the devs can set prices on everything at a whim it's better than just lowering prices, but it's absolutely interesting as a solution where master pricing tweaks are unpopular or impossible.

I like what this idea is trying to accomplish. I feel there are some rough edges in terms of how it could be implemented but haven't been able to come up with anything better what has been suggested by others already.

Best I have come up with so far is a mix of what some have already come up with.

You sign up and pay for coverage at a terminal. A lot like depositing money into a bank account. The system tracks how much you pay in. When you need to make a claim, you talk to an NPC at the location about filling a claim. Essentially doing a puppet request.

When putting time comes you tell the NPC what happened and why you want to make a claim. GMs pay out up to 2x what you put in, lowering your balance accordingly. If the NPC has reason to believe something is shady, they can deny it or hire someone to look into it. Maybe both.

However, I do wonder if any if this would be needed if prices do get lowered as staff seems to be considering. If the prices are lowered and players maybe accept that they should operate with something less than the best geat ever, it might not be crazy for a solo to keep enough in the bank to recover. Maybe for less than insurance would run.

Not really sure if that's how it would shake out but figured I'd being it up.

Another thing to consider… Rarity. Even if you insure your best ever gear and get a payout for it, there's a good chance you can't replace it anyways. Though you might be able to swing some cheaper gear which is something. Just maybe not what those who but into it are hoping.