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Posted (edited)

 

This is an idea I have had in the works for a few months, and I posted it a couple times on other threads regarding reworks of our mostly unused economy infrastructure. The purpose of this thread is to get feedback for improving the proposed system, as well as gathering community support, as well as admin support, before working on this project, as it will be very wide reaching and change quite a few facets of gameplay.

 

 

As this is a discussion post, please leave feedback and use constructive criticism. Thoughtless "-1"/drama/salt/"THIS IS THE MOST STUPID FUCKING IDEA EVER" without any explanation to why you do not like the proposed system or how to possibly improve it will be mostly ignored. Likewise, if you like the system, if possible explain what parts you like the most.

 

This is a recycled post, so parts of it may be incomprehensible, but most of the meaning is there.

 

 

I plan to fully implement this system myself if it is approved, and if it does it will be implemented in many small parts.

 

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Posted

 

A lot of good ideas here, and I like the range of pay threshholds. I'd be tempted to put sec into the lower end for the classic of underpaid overworked officers, and for incentives for them to take bribes.

 

I agree completely that EFTPOS needs to go. I'm not sure about the whole "pay when you eat" for food - I think it'd be better to just give the chef a vending machine type thing.

 

I'm not sure entirely on the way the med stuff would work - It'd be nicer if that was a lot more automated. I think swiping ID would be the best way to charge a lot of that stuff. Cloning is the main thing that I think should be charged there, with cryo and surgery close seconds. There'd also need to be options for people without ID, humanized monkeys, etc.

 

Engineering - I think this needs a lot more work, or either to be discounted all together. I love in a lot of ways the "company town" idea of charging people for the air they breathe, but as it is the only reason the CE would enable those charges would be to be a douche.

 

Research selling mechs etc runs into the problem of who gets the money, and who owns the item - the bartender shouldn't be able to buy the only ripley and claim it as his own property.

 

Work orders in general would be hell for the HoP to authorise every one in a busy round on top of doing ID changes, planning a coup against the captain and patting ian.

 

Posted

 

Some good points you bring up, but work orders are completely optional. If the station is somehow turning a profit without them, they're not needed. Also whenever I play HoP I have pretty much the whole round to do absolutely nothing, but maybe that's just me. As far as work orders go, they're not meant to be a a compulsive "authorize me as soon as I am made" type thing, only when they are actually needed. And the interface is planned to be smooth and easy to use, like clicking a bunch of buttons in order, ACCEPT / DECLINE type thing.

 

As for the CE, gas tax isn't meant to be a burden on any individual person, but I struggled to find a good income source. I don't think departments should be charged for repairs, and 40 credits an hour doesn't seem too burdensome. Of course the CE can jack the tax rates up, but that should be an IC thing really, with the captain telling him to turn them back to normal, or the crew just outright revolting.

 

Posted

2000 isn't really that much cash seeing as a bar of chocolate is twenty credits. We'd need to make a fake exchange rate between IRL cash and in game cash to get an idea of what makes sense when it comes to the cost living. I believe Aurora has something we can pluck from their wiki for that. I mean, the lower class having 200 credits? That's 20 candy bars, and that's kind of madness in regards to it being their work place. If this was a city server, maybe it'd make sense.

Posted

 

  Jakers457 said:
2000 isn't really that much cash seeing as a bar of chocolate is twenty credits. We'd need to make a fake exchange rate between IRL cash and in game cash to get an idea of what makes sense when it comes to the cost living. I believe Aurora has something we can pluck from their wiki for that. I mean, the lower class having 200 credits? That's 20 candy bars, and that's kind of madness in regards to it being their work place. If this was a city server, maybe it'd make sense.

 

 

The economy is supposed to be intentionally harsh, otherwise it falls back into obscurity as an underused thing. Things in the game actually need value, or nobody will use money. Unless you're buying 100 chocolate bars, that's not much, considering you get paid 500 every 20 minutes. For lower class, I agree it is more difficult, but that is intended. We could establish a value for a credit, but I feel like I like the way it is now. Lower paid crew will have to resort to other means to pay for gas tax, fines, and hospital bills, as well as food. Scrounging for supplies in maint to sell to cargo will be the main source of income for civilians, as well as tips if they actually help out. If we make it too "easy", it'd be like there is no economy, and we're back to where we were in the first place. Having to find interesting ways to make money sound pretty fun, even resorting to robbery to steal money from people. By making money an integral part of the game, we open up many different interesting experiences. A bazaar where people buy and sell junk. Assistants who peddle insulated gloves for cargo, money making schemes, shady contraband dealers in maint, the possibilities are endless. Right now none of this is really practical because money has no value.

 

Posted

 

We really need this.

 

Something or anything to distract from the antag focused gameplay would be a fine addition, at current it's pretty much universally focused on acting/reacting on whatever the bad guys get up to and whatever bar arrpee people can be bothered indulging in.

 

I'd say put right below a better atmos system in terms of "whip the coder slaves into doing it" priority.

 

Posted

 

This would be quite a big thing to implement, also it would directly affect a big part of gameplay. On one hand i feel like it would be a nice change but on the other hand it feels like not such a good thing.

 

Sure it would be nice to actually care about the money you got .

It could bring some fun RP trading stuff and setting up stores.

 

But i feel like it just would make unneccesarily complicated.

For example what if you are flat ass broke and you get injured, you can't get medical treatment or surgery because that costs.

 

I more tip on the -1 side.

 

Posted

 

  saywat_the_15th said:

But i feel like it just would make unneccesarily complicated.

For example what if you are flat ass broke and you get injured, you can't get medical treatment or surgery because that costs.

 

 

 

This isn't true, read the debt system. Hospital bills are yet to be balanced, but some feedback on what you feel are appropriate medical costs would be appreciated.

 

  liran424 said:
Maybe just import goon station economy?

 

Goonstation's economy is about as useless as our economy, the only difference being that you can buy some neat toys if you get enough money, but people don't prioritize money really all that much on goon.

 

Posted

It's kinda weird a major change like this doesn't have much discussion or contention. I'm going to put up a poll then, to gather a more formal opinion. I'm kinda weary of doing so though because some people who see polls immediately vote without actually reading.

Posted

 

One thing that most of these economy rework ideas tend to miss is the fact that on our server a single round is never an isolated situation. Most characters know each other from previous shifts and most characters tend to pick up similar jobs every shift.

 

If my character always plays HoS when the slot is free, and then, when one shift he has to be a lowly security officer his bank account is miraculously 20 times smaller, there will be some obvious problems in terms of consistency.

 

I like the way it is currently better, since money not mattering at all doesn't take away too much from gameplay and the people who want to RP it having value will do so regardless.

 

If we were to implement a proper economy, I think we should create a system that spans multiple rounds, allowing people to mass up wealth instead of it being constrained to a single round.

 

The thing I'd like to see gone is the FTPOS system and the departamental accounts, if they're to stay as useless as they are right now.

 

Posted

 

I'll cast in my vote after a few discussions.

 

Before I forget : I don't think the bartender should be in the low class or any of the shop owners.+

 

While I like the idea of an economy system I don't believe it'd fit or work too well, especially in the medical department.

Correct me if I'm wrong on the lore but I figure most of the crew workers would have some form of healthcare plan.

 

I think what would be best would be just a budget pool for medical to spend as needed and gained from station funds (or donations/tips) for those with contracts to receive the health they need....the exceptions being civilians/tourists (yeah they'll need to pay and whatnot).

Maybe different types of healthcare plans would help that covers this-or-that.

 

Medical's budget would have to be used to get supplies from other stations but, currently, they are mostly self-sustainable with the abundance of supplies they start with and they have access to a chem machine...

 

Oh, right, what kind of limitations will we have for things like the chem/booze/drink machines? Assign every thing a value for each unit and to be taken directly from budget? Refuel canisters for each chemical that you need to buy through cargo? That would be a way to include an incentive to put a value on stuff that is essentially limitless....without limitations then the economy will likely get tanked either by people abusing/massing funds with something unlimited or not even giving it a value/stupid low one because it didn't cost them anything.

 

Posted

 

I'm loving the idea of an economy and i have supported all previous attempts at doing this as well, but it seems this time you've really got it figured out.

 

I really like the persistence element with the OOC account slowly building up, but i'm not too sure about the whole trader thing that could/should maybe just be a random event that could happen just like mice or electrical overloads so some people don't just observe from the start or commit suicide instantly to become a trader. So i'dd say make this trader idea either an event or karma locked role that people can pick from round start.

 

All other elements of your suggestion are great and i'dd love to see a system like this on our server.

 

My own suggestions to add to this

 

It seems that the station has barely any ways to MAKE money, as far as i've seen only cargo sending things back to CC and CC giving more money to the station. I'dd like to suggest to add more ways to make money, like a bonus for the station when RnD is completed. We are the nanotrasen science station cyberiad after all. Or security sending confirmed traitors to CC instead of executing them [spoiler2]Spoiler alert: They will be executed when arriving at CC[/spoiler2] to recieve a sum of money for the station.

 

Make an easy way to transfer money to another crewmember via PDA, this could be needed for when Richman McCaptain walks trough his station only to see all the greyshirts begging for money and he starts to feel a bit guilty for Beggar Greyshirt The Third.

 

A marketplace in the room that is currently the station garden. As far as i've seen i've never seen ANYONE use the station garden apart from disassembling the machines there for easy resources, so i suggest we make this into a marketplace where civilians can set up shop to make some extra money from selling all those toolboxes they've stolen. Kind of like the vacant office, but different in some way, if you catch my drift.

 

Posted

 

It was the NCS Cyberiad not so long ago, changed it back to science from commerce because it didn't feel right or something.

 

Would fit quite well having some sort of bazaar thing going on, SS13 is more deep space 9 than SUPER HIGH TECH SEKRIT OUTPOST anyway IMO.

 

  • 2 weeks later...
Posted

 

While the OOC bankroll in the background would be nice, the only way I see there being any sort of value in the economy is if people, who survive the round and escape, get to keep what money they have. This would institute a form of rogue-like death. You got one life with your character, try to live. I'm sure there are people who probably do this to some extent already, but this would force it on others. Of course, this method could be abused, and might only work on a more heavy RP server, but it is an idea.

 

Overall, I like the idea of actually getting paid to do work. I really like the idea of making money in whatever way is possible. I do miss working as GOON QM and making money doing trades(Even though sometimes the trades fall through or glitch out.)/selling ores/setting up a market. Of course, I'm still new, so I'm just giving newblet thoughts.

 

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