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Personal and interdepartamental economy #457
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Would you open a discussion on the ss14 forum regarding this? |
I imagine something like this would have to be done all in one, the current station economy doc excluded player/personal economy intentionally. |
It does not really exclude it. There is a way to transfer cash from dept to personal. You can buy it for TC. It's in maints, salvage can find it, it's in mail. People sometimes do rp with it. |
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Many Space Station 13 servers have had personal bank accounts and economy, and in many cases these just do not work. People have no incentive to care about money in short-term SS14 rounds, and I would argue it doesn't even make that much sense in the upstream setting.
How are you going to address these concerns? This document is extremely scarce for such an expansive feature.
To be honest i do not want to make personal economy major part of the gameplay. My proposal is much more focused on the interdepartmental aspect of the trade. Mostly automating boring part of cargo jobs, like taking care of mats begging. Waiting for 5 minutes in front of empty cargo as engie is not fun. If you have one or two misc items to sell would still be faster to do it in person. TL;DR It's faster interdepartmental trade and personal trade light. It's not expansive feature. |
Starlight MRP recently changed their credit system where you get credits from paychecks(couple hundred hours and I have like 65k I don't spend much) or trading with players and it's saved on a character basis, now it allows for a 1:1 credit-to-speso conversion a few months ago. Everyone was worried it might cause issues with rich players abusing it and the standard consensus prior to the change was that past rounds shouldn't affect current rounds. They decided to try it out. The change was made and... nothing really happened. It still exists, it's just not often you see it relevant in rounds. It's nearly completely mundane, which isn't exactly a bad thing, it means it works and no one really has an issue or concern about it(it's not a hidden mechanic, it says it on the atm ui). If anything it just gives people who play a lot a passively generating way to bribe cargo for mop roaches and to "grease the gears"(against sop, but not against the rules I believe), pushing cargo RP. goob's GoobCoin system is another amazing example of progression where playtime gives passive coins, players can purchase admin-ran(ahelp required)antag tokens for a fairly high price, players can also make bounties for desired pull requests thus rewarding development work by essentially trading game changes for antag tokens or making bounties of your own creating a positive development feedback loop. I think there should be some form of progression in upstream. It can be ooc account based or character based, players should be given some level of longer-term progression with limited but not insignificant abilities to affect future rounds. So far the only progression that players have is unlocking the roles and increasing robustness. Im preaching to the choir when I say that is totally is addicting as fuck and definitely got me hooked on SS, but once that's over it's over. Over the longer term rounds become same-shit-different-day with nothing to show for the time. (I do absolutely adore Goob's bounty system) |
That is a cool feature and all, but I want to reiterate that this is not part of this PR. My proposal works with and without bank accounts. It does not include bank accounts, atms, and across-round economy. It's just vends with prices that will allow faster and more convenient trade. |
I expanded the concept and updated little bit my change to be more specific. @PJB3005 |
This is my proposal for slow introduction of interdepartmental economy. It will Fast-track trade of common items and give depts more ways to earn funds.
PR part 1:
space-wizards/space-station-14#37358