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Posted

 

As of now, it seems money in the game is of little value. People start with loads of dough, which makes the goody vender near cargo less rewarding if you can easily buy most of the items in there from round start, when the whole point of it is to reward players who save up enough money TO buy the items in question.

 

Also, the fact that you can easily buy loads of junkfood from venders on the cheap rather than take the time to visit the kitchen to pick up a proper meal is also kinda disappointing when you think about it.. When I go chef, I work hard to get a big platter of food ready for the crew, but the idea that it could be all for nothing because they don't even need to due to food venders being plentiful (along with there being venders that sell PROPER CHINESE FOOD?!?) is kinda disheartening.

 

A part of me feels that a player's allowance for a shift needs to be reworked so that players spend it more wisely, instead of just throwing large chunks away merely to buy enough cardboard to make a cardboard box at the goody vender. But what can we do to make it so that a player has more reason to not spend willy nilly like it had no value?

 

We could just reduce their starting funds at the start of the shift, making it must smaller than before. As of current, many jobs start out with a decent lump of cash, and even an assistant can probably last throughout the shift with his allowance. Of course, they might just try to gamble to get more money, which would require a rework of the slot machines to make it more costly and risky, since as of now, it is rather common for people to hit it big.

 

We could also just make things more expensive, but then it would be kinda silly for a candy bar to cost 200$s. I know it is the future, but I doubt inflation would go that far.. Would it?

 

Any ideas would be appreciated, but in general, I'd like to see this reworked in some way, so that certain jobs have a little more importance instead of being viewed as meaningless due to how easily one can get food and drink without going near the bar/kitchen.

 

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Posted

 

On each minute prisoner is given prison senctence, officer can swipe ID to gain X amount of money on each minute.

 

Ex. 15 minutes brig timer, 10$ minute, 150$.

 

For command, its easy, taxes... would take a lot of coding i think, but for every transaction, command can get a % that will go to "Tax terminal" on bridge and here captain can give out sums to heads.

 

Transactions would happen everywhere. Them EEFMO of whatever the eff money transfer scanner would serve 2 purpase then. One so person can pay for items/services and second to generate command taxes.

 

 

Would give more meaning to for example RP rioting. Taxes too high? Lynch the command and captain. Start strikes, refuse to work etc. Cause captain can chooss the tax % on the "Tax terminal".

 

Posted

 

  Bigtimetripod said:
On each minute prisoner is given prison senctence, officer can swipe ID to gain X amount of money on each minute.

 

Ex. 15 minutes brig timer, 10$ minute, 150$.

paying security to brig as many people as they can for as long as possible is a bad idea

 

Posted

 

  Coldflame said:
  Bigtimetripod said:
On each minute prisoner is given prison senctence, officer can swipe ID to gain X amount of money on each minute.

 

Ex. 15 minutes brig timer, 10$ minute, 150$.

paying security to brig as many people as they can for as long as possible is a bad idea

 

I understand that this encourages Shitcurity way of life, but its the only logical way. Would also make it easier to thin the herd of shitcurity... if Warden/HoS sees clear rule breaking, then he can have him/her/it demoted and maybe leave a note for memins.

 

 

You could say brigging someone just for money is corruption and punishable by space law, like using confiscated equipment. Would be grounds for demotion and possible... employment contract ender per say.

 

Posted

Goon has a pretty good money system. ATMs are a lot less fucky, credits properly stack, card readers make transactions easy, and there's actually some things worth spending money on. Right now, money on Paradise just doesn't make sense. Money is essentially worthless, beyond an RP standpoint. There's nothing for sale on the station worth buying, and even if someone does charge money for services, it's easy as fuck to earn money by just playing the slot machines.

Posted

 

Since this subject was brought up I'm going to copypasta my post from another similar thread on how to completely reform the economy system.

 

(Big.)

 

 

  Reveal hidden contents

 

 

Posted

 

  CrAzYPiLoT said:
I really like your ideas, Vivalas, although, IMO, there should be other sources of income for the engineering department besides the gas tax. Maybe charging for repairs, as NT stuff is expensive and should not be broken?

 

Charging for repairs? do you want a derelict space station, because that's how you make a derelict space station.

 

no one will pay for repairs.. they'll just fix it themselves, plenty of metal to go around. not to mention that if they don't repair they'll have nothing to do. it's their job... it's like saying doctors should charge people for treatment (thanks Obama).

 

Posted

 

  liran424 said:
  CrAzYPiLoT said:
it's like saying doctors should charge people for treatment (thanks Obama).

 

lelwat

 

It concerns me that it might mean people get into serious trouble for no fault of their own - Stolen IDs being used to buy stuff, they have an accident, medical won't treat you because no money? Riiiiisky

 

Posted

 

While I like the idea of having a functioning economy and persistent bank accounts for players it doesn't necessarily make sense to have each department charge for their services. There's two, maybe three departments where I can see it making sense.

 

Service: It's literally in the name of the department. They're providing a service. Chefs can charge for food, bartender can charge for drinks, barber can charge for haircuts, chaplain can charge for various religious services, hydroponic can sell drugs/bluespace tomatoes, clowns can charge for sending honk viruses, and mimes can die in a fire.

 

Supply: If an order is for a specific department charge it to that department, not to the individual who orders it. If an order is for an individual THEN you can charge the individual. It makes sense for Supply to charge for stuff! Hell, let the miners charge for ores, being mindful that if they ask too much they likely won't get fun toys from Science!

 

Science: Charge for stuff from the protolathe. Like with Supply if they're providing items to benefit a department (weapons/mechs to sec, exp. welders to engineering, etc.) charge the department. If you're handing out stuff to randos who come to the window and ask for a bag of holding CHARGE 'EM.

 

Otherwise the rest of the departments are there to keep the station running smoothly. Medbay keeps the crew on their feet, Engineering keeps the station intact, Security keeps the bad guys at bay. These three departments are getting paid by NT to do these things, why should they also get paid by the crew? These jobs should be higher paid than Service/Supply/Science because of the fact that they aren't making money off of the crew.

 

Posted

 

While I did agree with quite a few of viv's ideas, I am against the idea of departments like Medical charging people for very vital services.

 

While it is stated in SoP that the barkeep can charge people for drinks, the idea of making doctors charge staff to glue your arm back on is a tad harsh on the crew. After all, in viv's suggestion, it was stated that low ranking crew would get a mere 100 credits to start with, along with very meager wages. It would create a harsh bias in an unintended way.

 

Things like engineering and medical should be supplied by the station and NT, while things such as entertainment, personal cargo orders and legal punishments should cost staff money.

 

Onto another topic, I don't want the economy to be too complicated by any means. Yes, I want money to have more value to crew so they don't just burn it like it is nothing, but I also what it to be simple as well. For instance, like Viv mentioned earlier, having job-set wages that add money to your account on a repeating timer throughout the shift instead of starting with large sums already is a nice start. Goon long ago had something similar, if I am correct.

 

The station itself should have a general account controlled by the captain and HoP, from which they can manage the station's starting funds and distribute it to various departments as needed. For instance, instead of cargo points, cargo could use funding given to their department to order things, and ship things like gold, silver and plasma back to command to make money for the station, which can then be shared with the other departments.

 

The station is, after all, invested in by NT Corp, and thus is expected to make them money, so in order to prove you are worth keeping funded, shipping back items of value (valuable ores, research and treasures) would prove to them at you are indeed keeping your end of the bargain IC wise, and thus not wasting their time. It would also make cargo all the more important and interesting, since they are one of the main ways the station would gain income.. At least, how I imagine it...

 

With this income, they can continue to purchase the supplies they need, pay staff wages (and maybe even give raises if the shift is going well), and maybe even purchase special items and upgrades for the station's departments to make them better than they normally can alone, giving even MORE reason to make mo money mo money mo money. hell, it would give the traitor item [briefcase Full of Cash] more value, because now you could find a use for all that cash money, and in times of desperation, a traitor could manipulate crew into giving him what he wants, should the station's command staff somehow waste all their money on stupid things and are nearly bankrupt.. But it is an idea.

 

Adding a bunch of complex taxes and fees would be a tad much, what I am seeking is a much easier to use and deal with system that'll encourage people to work harder and spend wiser, and feel satisfaction in things they buy, rather than just going "meh".. Plus it would be fun to do some minor accounting as HoP as well during slower shifts when people don't want job changes all that much.

 

Posted

 

Indeed it is hard to come up with a nice economy system while still retaining the fact that the players are all employees on a space station.

 

I like crazypilot's idea regarding insurance. NT pays your medical bills and a few hundred credits for fines from security, as part of your employment contract. If you worked at a hospital you wouldn't get free medical care. Additionally these funds come from CC, so they benefit the station as well as the crew. (Insurance fraud anyone?). We don't want medical bills to be exorbitantly high, just enough to support medical's expenses and help fund the payroll. Medical bills should be moderate 20-50 credits depending on severity of treatment, since lots of people get hurt.

 

As for charing for repairs, I really don't like that, as NT should pay for station repairs, as responsibility for station damage is NT responsibilty. If there were repair fines they would get charged to the department account, not a specific crewmember (although if AssholeMcGee damaged his department by blowing up a fuel tank by accident, he would probably see his pay get docked).

 

I really like my idea regarding cargo, as far as turning them into a pawn shop that buys and sells from the crew, and most purchases would get subtracted feom department budgets. The idea is cargo still does requisitions from CC, but can also buy the various junk assistants bring in to resale to CC for extra money, and sell some odds and ends to independent crew / do personal orders, etc. Yes, employees shouldn't have to pay out of pocket for things they need for work, which is why there are department budgets.

 

I think the main thing here is people thinking that players will have to pay for everything. The only real money sinks for crew would be: security, medical, gas tax (engineering), and food. The rest of the money just circulates around the department budgets and is more of a way of department politics than anything else, and politics are fun.

 

Posted

I probably phrased my 'charge for repairs' idea wrong. I meant that they could charge for the kind of repairs (additions?) that only add to the station. For example, they wouldn't charge for anything that is broken on accident, by events or anything not deliberately broken by the crew(with the exception of vandalism, they would still need to fix that for free), but, they could charge for installing a new set of lighting tiles in a department if they have nothing to do, or upgrading stuff if someone doesn't know how to do it.

Posted (edited)

 

On Goons Cargo order things not for supply point but for funds from Cargo account. And they also can sell a variety of station goods to earn money. QM also can make contacts with variety of traders to get some rare and useful staff from them but that stuff will be random each round and also costly one.

 

UPD. If you ever will add payed medical service add medical insurance as well. And that insurance must be dependant from job. Security officers, miners, engineers e.t.c have a hazardous work conditions so their insurance should be expensive as well. Civilian and medical jobs are not supposed to met with extreme dangers so their insurance will be lower. Civilians/assistants could have no insurance at all initialy but they could get one after getting a proper job on station.

 

Edited by Guest
Posted

 

Being able to buy useful things would be nice. But this would mean jobs that don't generate/start with excess cash would need to charge for services, making the bartender or chef some serious assholes if they wanted something in particular. Then again, being able to pay an Assistant to run to Cargo and fetch me some tools/metal/what ever as a Roboticist would actually be really nice.

 

Another question that would be brought up: What about the AI and Borgs? If money becomes a thing, would a Malf AI be able to freeze someone's assets? Would someone getting borged still have access to their account, would it disappear or would the AI or their previous head of staff gain it?

 

Posted

 

  davidchan said:
question that would be brought up: What about the AI and Borgs? If money becomes a thing, would a Malf AI be able to freeze someone's assets? Would someone getting borged still have access to their account, would it disappear or would the AI or their previous head of staff gain it?

Borgs get no payment by NT regulations. They HAVE accounts on station but cant access them. HoP can access that funds however.

 

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