Monetization Principle

System

 * Monetization is based on a false currency.
 * Each player receive a certain amount of this false currency each day.
 * A player can buy some of this false currency through micro-payments.
 * With this currency, player can buy items that will help them through the game.

Avoiding the feeling of unfairness

 * Principle : A non-paying player should not be aware that a paying player has paid. He must still be able to believe that the paying player is just a better player.


 * Consequences :
 * Bying items are optional. You can play the whole game without them, without a feeling of prejudice. Ok, maybe just a little frustration.
 * The goal of items is not to make the game so much easier, even if they do a little : they add another dimension to the gameplay.
 * There should be no rare item. Everything should be accessible if you are patient enough.
 * We can sum up the main difference between payning players and non-paying players like this : paying players have the possibility to level slightly faster.
 * Gameplay consequence : we should really focus on balancing things differently than other game. Even if a really expansive items give subjectively a strong advantage, they should never be too advantaging. The goal is to make feel the paying player that he has made a really good acquisition, but that acquisition remains almost invisible to the eye of the other players.

Reasons to pay

 * To be better than their friends and other players. For a good player, the small difference (that you can buy) should be able to make The difference.
 * To avoid some fastidious (but funny) micromanagment. Still to be discussed. (how ?)
 * To discover another way of playing. I mean a real different game : for a fee, you can play another (more strategical) game at another level of the universe. See "Decurio" for an example for Hackit !

Hacking power

 * Performance:
 * CPU
 * HDD
 * Internet connection
 * Modem
 * Attack
 * Hack tools
 * Back-door information
 * Password cracker

Scan power
Find info about traps and protection level of site


 * Port scanners
 * Traffic sniffer

Hiding level
Escape detection


 * Proxy
 * IP spoofing
 * Fake credentials

Site protection

 * Hack protection: to protect against hackers "hacking power"
 * Scan protection: to protect against scanning using "scan power"
 * Traps: traps will work if hackers "hiding level" is lower then "traps" level. If hacker failed to scan site and knows nothing about trap he has chances to get into trap and fail to hack.