The problem with additional charges for CC-provided addons is that consumers get really annoyed about them--especially when the add-on was free. One way to avoid this is by price bundling--e.g. simply raise the rate from $25 to $25.50 or so. Although an additional increase in price would drive some consumers away, would the greater revenue offset that cost? No one really knows, so it's probably best to avoid changing the price.
(One way to somewhat solve this puzzle is to look at the changes in prices of CC's competitors and compare that with the changes in their total consumers. From this data, you may be able to derive some kind of marginal revenue curve).
Of course, CC could argue that given inflation since 2006, the price should be $28.96--according to the Bureau of Labor Statistics' calculator
. Maybe you could get your price increase by that marketing tactic (of course, the secret is out with this post). Here's a method for incentivizing the creation of better addons, incorporating them into CC, avoiding the ire of consumers, and possibly earn a greater profit:
1. Implement many new features which inadvertently disrupt the functionality of 3rd-party addons.
2. Over time, the 3rd-party addons become increasingly dysfunctional, and the volunteer coders will become less capable of fixing the addons fast enough. Therefore, at some point, 3rd-party substitutes will cease to effectively exist, thus 3rd-party competition will have been removed.
3. At this point, CC can monopolize the addons
come to the rescue by incorporating them into its code/website by offering money prizes for making the next CC-BOB or pay people directly for their services.
5. CC gets the addons; the consumers reap the benefits; and [insert Inflation argument] CC raises the membership price.
(of course, if this plan is implemented, and if anyone will have read this post, then they'll probably get annoyed).