Replies: 5 comments 2 replies
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I very much like where this is going, is there the possibility of money carrying over between rounds? So say every played round you get (Blank) amount, nothing to high as to not inflate the credit, and standard prices like say vending machine food and other disposable common items is priced on this standard baseline, making each credit worth a bit more, so instead of starting with our current inflated credit, where a can of soup is 50 bucks, that same can could be 5-10, a nice meal from the kitchen could run 15-20, BUT things like say, clothing from the vendors? Well they cost more, as clothing vendors on station would more or less be Rent-a-Suits, since you dont OWN the suit as it goes away at the end of the round, theyd still be a smidge pricy, but nothing that would break the bank, and if you return to CC with the clothing items in hand, you recieve say 75% of the cost back? 25% was the rental fee, 75% of it was the collateral. Now, this bit would require a loadout rework to, but i think it would be a neat idea, since money carrys over each round and saves, players can buy clothing for their loadouts, this would be clothing that they OWN, and thus can spawn with it every round, clothing bought from this is much more expensive, so say a blue suit on station would run ya 100-200, buying it would be round say 1000. The loadout system would also need all those clothing bits in the vendors added to it as well, and be priced accordingly, as right now i think only like 20-40% of the available clothing vendors items are actually in the loadout screen. This helps money actually matter a bit and makes people want to acquire it. There was a server i recall seeing where they had a payment system where at the end of a round you got paid, died you got say 100, if you lived you got 200, if you also completed your objectives as say an antag you got a "Criminal" bonus of like 500, and if you completed your regular civilian objective you got an extra 100-200. |
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There's an issue right now where new accounts can be issued with basically any amount of money, allowing the HoP to give themselves a blank check for anything. I've used this for RP things like contraband buyback programs, but if money is going to be made actually useful the account system will have to be changed to address this. |
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I would advise to have more than a single ATM on station at cargo just in case cargo gets blown up. An abandoned store themed room in maintenance for example boarded up with cobwebs and such with an ATM there could work. |
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Currently on station there is a strong sense of co-operation. Cook gives everyone food. Hydroponics gives cook whatever he asks for. Medical heals people when they come in, no questions asked. Science helps whoever asks for help, assuming they can. If everything cost money, all these things would go away. All food would cost money, and you'd need to either do a transaction directly with the cook, or you'd have to have a vending machine that the cook stocked with food, and set the price for. The former creates a bottleneck for getting food, while the later reduces the number of interactions on the station. Cook meanwhile can decide whether or not he wants to buy something from hydroponics. If he does, he's just lost money, which given round length, he's not guarenteed to get back. If he doesn't hydroponics isn't making money, so can't spend as much. So we put in a vending machine hydroponics can sell into. Pretty soon, everyone is just playing single player games that only interact in the loosest of senses. I'm not arguing against strengthening the economy, in terms of things you can do to make money as well as what you can spend money on - but doing so at the cost of the cooperation that currently happens on station... that's not a game I'd want to play. |
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I agree with one premise that people are saying: I like the idea that cash should be specifically for off-station items, and strongly believe that's the direction the economy idea should be expanded:
Departmental Cash would be sent to and handled by the Department head. If there is no department head present, it is sent to a holding account that can be accessed by the HoP/Captain. (Heads that go SSD have their cash automatically sent to the holding account)
One important detail is to make sure the system can't be abused by repeatable actions, hence why self-harm isn't profitable and janitors can't make their own messes for money. (But if a Janitor convinces 5 people to make nonstop messes for money, that might make for a fun 'embezzlement' RP punishment). Let me know what ideas you do/don't like. I dumped a lot more stuff there than I expected. |
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What
Reworks the economy system to play a bigger part in the average round. These are the main ways this will express itself:
Why
Right now, the economy is non existent. Everyone spawns with 500 credits and that's it. By improving the system, it can be made more engaging for the players by having them work for cash instead of just gambling for 30 minutes. Hard earned cash gets traded for well deserved prizes.
By giving money more importance, players would hopefully pay more attention to the system and involve money in more roleplay situations.
How
Ditch ATMs
~ Cashless is the Future
Stock Market Minigame
~ NT-STONKS
Cargo Bounties
~ WTB Crayons
Cargo Changes
Everything has a Price
Random unsorted ideas
Implementation Details
idk yet
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