SRP: Economy Discussion (Because it needs its own spot)

Started by irondeity, 17-11-2012

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irondeity

You saw the title. Keep it civil, or I'll devour your essence.
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HitMan5523

Maybe very small paychecks for normal people and donators? Donators would get 10 more rubles per paycheck per level of donator. This would solve the people getting really rich in a short amount of time and it would let people who don't get jobs some money. The paycheck counter could be as long as it was before the server went down too. I'll probably get called an idiot or something for saying my opinion though.
I'm hip! What are you talking about!

Tom

Make people work for money.

Either get dedicated people to funnel money into the economy with jobs

Or alternatively make NPCs that give simple kill/fetch quests
Quote from: TheAndyShandy on 05-12-2013
Oh boy.
Strap yourselves in, it's time for the great 'obligatory' SRP resurrection of 2013/14/15/16/22

Khorn

A question to ask, can one simulate an economy inside a small map, with a few dozen people that change every week or so?

And if I wanted to, I bet I could poke holes through everyone's idea all day long if I wanted. I do it to my own ideas all the time.






You're gonna need to find some way to simulate an economy, without actually having one. Have it for show, but nothing more.

Gonztah

Quote from: Tom on 17-11-2012
Make people work for money.

Either get dedicated people to funnel money into the economy with jobs

Or alternatively make NPCs that give simple kill/fetch quests

If this were to happen there should be a cooldown on the jobs so people wouldn't just run there, fetch the item and run back.

nKe

1. Everyone starts at zero, even traders
2. Everyone paycheck whore because there's no other source of income other than admin made events because traders and faction leaders/members have to paycheck whore too to be able to make jobs for stalkers.

Double the paychecks for faction members and traders, remove stalkers paychecks.
Now we have jobs, which leads to more RP.
And RP is what we'r after here, mh?

Ket

Quote from: Nik3 on 18-11-2012
1. Everyone starts at zero, even traders
2. Everyone paycheck whore because there's no other source of income other than admin made events because traders and faction leaders/members have to paycheck whore too to be able to make jobs for stalkers.

Double the paychecks for faction members and traders, remove stalkers paychecks.
Now we have jobs, which leads to more RP.
And RP is what we'r after here, mh?



(°╭ ◡ ╮°)

Gonztah

Quote from: Nik3 on 18-11-2012
1. Everyone starts at zero, even traders
2. Everyone paycheck whore because there's no other source of income other than admin made events because traders and faction leaders/members have to paycheck whore too to be able to make jobs for stalkers.

Double the paychecks for faction members and traders, remove stalkers paychecks.
Now we have jobs, which leads to more RP.
And RP is what we'r after here, mh?

Seems like a good idea, so long as jobs are made. This may require a bit of admin help though to make the jobs interesting.

lolKieck

Quote from: Nik3 on 18-11-2012
1. Everyone starts at zero, even traders
2. Everyone paycheck whore because there's no other source of income other than admin made events because traders and faction leaders/members have to paycheck whore too to be able to make jobs for stalkers.

Double the paychecks for faction members and traders, remove stalkers paychecks.
Now we have jobs, which leads to more RP.
And RP is what we'r after here, mh?

implying we would have active traders
Ecologists need a high paycheck. Last time we had Ecologists they didn't even have money due to their inactive leader telling them to give him the money (then not doing anything with it afterwards, which was another reason for our economical clusterfuck).
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Tom

Quote from: Nik3 on 18-11-2012
1. Everyone starts at zero, even traders
2. Everyone paycheck whore because there's no other source of income other than admin made events because traders and faction leaders/members have to paycheck whore too to be able to make jobs for stalkers.

Double the paychecks for faction members and traders, remove stalkers paychecks.
Now we have jobs, which leads to more RP.
And RP is what we'r after here, mh?


We did do that when I was a scrub, all it did was make it so everyone wanted to join a faction.
Quote from: TheAndyShandy on 05-12-2013
Oh boy.
Strap yourselves in, it's time for the great 'obligatory' SRP resurrection of 2013/14/15/16/22

Lent23

Increase faction paychecks, and whatever faction I'm in after SRP comes up, I'll create jobs with all the money I get. I'm doing my part, you guys can too.
"Mommy, when is Daddy coming home?"
"Here, Alex.. Daddy sent us a package.. The soldier told us that it.. might be a while until Daddy's done with his service. Don't worry, you'll see him soon, Alex.."
"He's always gone! I never get to see him!"

Knife_cz

Quote from: Lent23 on 18-11-2012
Increase faction paychecks, and whatever faction I'm in after SRP comes up, I'll create jobs with all the money I get. I'm doing my part, you guys can too.
How is 300 not enough.
Really just
ugh


Lent23

Quote from: knife_cz on 18-11-2012
Quote from: Lent23 on 18-11-2012
Increase faction paychecks, and whatever faction I'm in after SRP comes up, I'll create jobs with all the money I get. I'm doing my part, you guys can too.
How is 300 not enough.
Really just
ugh
Unlimited amount of money leads to:

  • Factions having equipment based upon an equipment cap
  • Factions will fight without fear of losing their equipment
  • Factions could create tons of jobs and help Stalkers

Stalker clans like Freedom and Duty literally had armories. Freedom had an armory with tons of rifles and grenade launchers inside (Shadow of Chernobyl). Imagine what Duty had in their armory.
"Mommy, when is Daddy coming home?"
"Here, Alex.. Daddy sent us a package.. The soldier told us that it.. might be a while until Daddy's done with his service. Don't worry, you'll see him soon, Alex.."
"He's always gone! I never get to see him!"

nKe

^Or have the tier-system I was talking about in some of the threads before.
Basically:
Have weapon and armor "tiers" for factions.
Ie. Purchasing better armor for all infantrymen costs 500K, next tier would cost 1m etc. Same with weapons.
Faction leader could also spend all the faction's moneys to buy a shiny exoskeleton for himself if he chooses to do so, but... Yeah.
When some of the tiers are unlocked, the faction will get an unlimited amount of the gear they unlocked. (Admins make sure the system is not abused, ofc).
When faction war happens, the winner gets a reward (discount towards next tier, or just money for faction).
Losing a faction war still matters since the winner gets a reward and a step closer to the next possible tier, but the losing side doesnt lose all of its gear.

lolKieck

No. We don't need to complicate things.
Giving faction starter money and making rank-specific equipment will work better Nik3.
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Khorn

Quote from: lolKieck on 18-11-2012
No. We don't need to complicate things.
Giving faction starter money and making rank-specific equipment will work better Nik3.

Rank specific weapons would be better. If you get promoted, you get a better gun, so do better. Have them spawn with a set of gear, if they die and spawn again, their inventory gets set back to the basic. Lock their inventories too, since they won't have any use for other items, other than med kits perhaps.

And there should be like 3 flags per faction, basic, officer, and leader. They get a different paycheck and this can allow faction members to of any rank to make simplitic missions. Of course a rookie's mission would have a low reward, while a mission from a leader would have bigger pay.

Perhaps officer and leader should have flags to spawn certain things like NPCs and use of /event. These leaders have to be trusted enough, since they became a leader somehow. It could still be abuse, like duuring a fight.


Lastly, finish the artifact spawn system or somehing, and if can be, an NPC spawn for low level NPCs. NPCs that can drop simple items that can be self cashed by a player for a bit of extra side pay during missions.

SGT-Spartans

Quote from: Khorn on 18-11-2012
Quote from: lolKieck on 18-11-2012
No. We don't need to complicate things.
Giving faction starter money and making rank-specific equipment will work better Nik3.
-shnip- Lock their inventories too, since they won't have any use for other items, other than med kits perhaps.

-shnip-
Perhaps officer and leader should have flags to spawn certain things like NPCs and use of /event. These leaders have to be trusted enough, since they became a leader somehow. It could still be abuse, like duuring a fight.
-shnip-

Locking the inventories so characters cant use their favored weapon? Besides, that just makes it everything more complicated

NPCs shouldn't be spawned in fights. They are way to....mentally broken, and I'd like to see us get away from the use of NPCs.
SRP chars:
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Otto

Quote from: Khorn on 18-11-2012
Quote from: lolKieck on 18-11-2012
No. We don't need to complicate things.
Giving faction starter money and making rank-specific equipment will work better Nik3.

Rank specific weapons would be better. If you get promoted, you get a better gun, so do better. Have them spawn with a set of gear, if they die and spawn again, their inventory gets set back to the basic. Lock their inventories too, since they won't have any use for other items, other than med kits perhaps.

What kind of weapon you have shouldn't be rank specific, but rather what you're specialized in.  This isn't an mmo.

Khorn

First, Spartans, you read what I said wrong, they'd be spawned for missions from factions. But if a said factioneer was in a facction fight, they could potentially abuse it.

And Otto, how does locking weapons make it an MMO? Most I've played allow people to use anything at their level. And Factioneers don't use their favorite weapons, they should use the things issued to them. Freedom might allow it, but the other factions would to not.

We don't want faction players to care about guns and gear. In any way. They can still describe their gun s how they want. Or they can do a kick ass job is and get promoted. And as I recall, most of the leaders confiscated guns that didn't fit ranks or faction.


Again, don't need to have factions care about gear or guns, don't give them the abililty or need to use cash. They can make a loner and do that shit. Factioneers should be there for their factions, not themselves.

So don't waste time arguing that they should be allowed, as they shouldn't be allowed at all.

Gonztah

Quote from: Khorn on 18-11-2012
First, Spartans, you read what I said wrong, they'd be spawned for missions from factions. But if a said factioneer was in a facction fight, they could potentially abuse it.

And Otto, how does locking weapons make it an MMO? Most I've played allow people to use anything at their level. And Factioneers don't use their favorite weapons, they should use the things issued to them. Freedom might allow it, but the other factions would to not.

We don't want faction players to care about guns and gear. In any way. They can still describe their gun s how they want. Or they can do a kick ass job is and get promoted. And as I recall, most of the leaders confiscated guns that didn't fit ranks or faction.


Again, don't need to have factions care about gear or guns, don't give them the abililty or need to use cash. They can make a loner and do that shit. Factioneers should be there for their factions, not themselves.

So don't waste time arguing that they should be allowed, as they shouldn't be allowed at all.

How about specialisations like marksmen or assault soldiers with shotguns? If the weapons are locked to rank there couldn't be any of those. And I think faction leaders and COs could use whatever guns they want. Okay perhaps not Military but Duty and Freedom.

lolKieck

Let's make SRP have an emphasis on RPG elements. That will surely work and won't harm RPing, right?

Khorn, if the faction leader is at least semi-active and is able to hoard paychecks to buy weapons for his soldiers, at one point he can give them spare weapons and ammo to use if they have been lost (and they won't be if GR will be reintroduced). By rank-specific equipment I have meant weapons and suits. Besides, locking factioneer inventory and making them flag-dependant limits the flexibility of the faction armament (especially bad when their locked weapons can't even hit anything) and, in my opinion, we don't have to make things more complex than they already are. Make the ability of doing /event a flag and that's it.
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Khorn

I was later rethinking the idea of class flags for factions, as said above. And kieck, a leader of a faction hoarding paychecks wouldn't help them if they couldn't equip random guns and shit. Their paychecks would be only useful for giving to people who do dirty work for them. And by dirty work, I mean anything from assassination to doing laundry for the local fat ass factioneer.
We shouldn't encourage faction players to hoard money for themselves. If they have no use for it, then they may be willing to drop a few hundred for a local mission.

And of course, you could always adjust the guns so they don't spit bullets all over to make locked weapons a bit more balanced.


Rebalance guns so they can be rather fair, and somewhat realistic.
Introduce class flags with simple classes so ppeople can get their diversity on and still not be tempted to hoard items and money they find lying around.

Get rid of greed, you get rid of the hoarders. Down the line, people will be willing to share more and more, and perhaps eople will be more inclined to wander outside of bases and participate in fights more often instead of waiting for an opening to loot dead players.

jaik

Why can't we just go back to factions spawning with sweps on spawn, considering this system was working fairly well?
Blake.H: And im also working on whipping him into shape
Blake.H: He's nice
Blake.H: He doesn't moan
Blake.H: The sheer obedience is enough to fuel my erection anyway

Khorn

If it worked so well, than why did we have it removed?

nKe

Quote from: Jake on 18-11-2012
Why can't we just go back to factions spawning with sweps on spawn, considering this system was working fairly well?
Why not?
Because you suggested it and it would probably work out.