1) Allow ALL previous perks removed from ranks to be bought via meebles. Make both options for temporary and permanent purchases.
- /heal: 1k/hour or 500k Lifetime
- Water Breathing: 500/hour or 250k lifetime
- /fix: 5k/hour or 3 million Lifetime
- /nv: 4k/hour or 2 million Lifetime
- /spawner (Tier 1): 1k/hour or 500k Lifetime
- /spawner (Tier 2): 1.5 million Lifetime (TIER 1 MUST BE PERM-PURCHASED FIRST)
- /fly: 25k/hour or 15-20 million Lifetime (Must have all previous perks purchased perm.)
- 1 extra job (so Supremes can get all 7 jobs again): 200k Lifetime
- Other perks I may have forgotten: Price dependent on usefulness and rank required before changes.
These would provide as meeble sinks, both in short term and in the long term as people buy temporary or permanent perks. It would also allow all players to EARN these perks over time, and give incentive to play more, due to a progression system.
2) Minigame Multipliers should again be obtainable in game via meeble costs. These are all lifetime purchases.
- 1.25x: 50k
- 1.50x: 100k
- 1.75x: 175k
- 2.0x: 300k
- 2.25x: 600k
- 2.5x: 1.2 mill
- 3x: 3 mill
All multipliers must be bought in succession, meaning you have to buy 1.5x before buying 1.75x, and 1.25x before buying 1.5x.
In general, you should allow players to earn the perks that were previously available, and allow them to keep them with huge meeble investments. I would say this is a great way to get meebles out of the eco, and provide a goal for all players to try to achieve over time, which keeps players playing.