I thought about it, and I came up with a concrete proposal for
mip changes. I hope you like them.
...
Make mip cost the same xp as mining. Why? It's about as basic a
necessity to being a merchant as mining is, and is about as lowlevel.
...
Balance mip rate at 100 percent for 100 mip. Then, add a bonus to the
rate at 1 percent per 2 points of kom. This balances the mip rate in
favor of actual mip skill, which ensures that newbie merchants can
get a decent rate without spending an enormous amount of xp, while
allowing more powerful merchants to get a better rate for spending on
KOM (which, believe it or not, is not useful to ALL merchants long-term).
To deal with potential issues with mip rates being too high when cast
on other people, there can be an aftercheck to the rate that caps it
at 80 or 85 percent when used on another person. This would maybe end
up being more consistently that if your skills are high, but maybe that's
all right. Customers tend to think so I believe.
...
You'll notice I tend to view this guild from the perspective of someone
who isn't reinc-in and reinc-out. From what I understand, MIP is only
important to such people (career merchants) anyway, so I don't think any
tunes done as I am suggesting (lower xp cost, better rate) would be
too bad. Anyways, thanks for reading this.