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Redanze

The Economy

Dec 24th, 2016
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  1. A. The economy is broken. we already know this.
  2. B. To fix the economy, looting, credits, income, and all sorts of other things need to be addressed. We also already know this.
  3. C. First fix: Reduce income and balance prices of everything better/more evently. This is being done, both by making all nodes more balanced in how many credits you get, also providing for other ways to get money besides 'i dig in trash / i break rocks for a living"
  4. D. Second Fix: Credit sinks. We have crafting sinks, bank deposit/transaction sinks, changes to wound timers and hospital prices, yes this shit isnt going to break some millionaire i already have everything's bank, but thats because otherwise we royally screw the new guy. same reason hard worker is only 500 atm.
  5. E. Third Fix: Looting. My god looting. I've heard so many different opinions and whatnot and not all of them come from the same place. some come from people who actively loot and rp, some from people who barely touch the combat system, everything in between...
  6.  
  7. What I would PERSONALLY like for looting is as follows:
  8. 1. Players will, from the bank, be able to purchase Property Protection chips. Unlike old chips that we have now, these chips will render items 'unlootable.' and cost a pretty penny. A player will get ONE such chip for free upon first using the bank. Further chips, up to Five in total (or three, not sure yet), will have to be paid for.
  9. 2. All non-bank items otherwise will be available for looting. Backpacks will work more like inventory expansions and extra pockets as opposed to their current function. Containers will likely work the same way.
  10. 3. This has already been put in, but total inventory size will go down significantly, currently sethos's beta hud has 50 entires as opposed to the 450 we have now. Equipped items do not take up slots.
  11. 4. Loot will NOT be a rolled-for thing, however it will remain optional. Alternatively, instead of an item, a player can give the looter credits (of a value of which will match or exceed vendor price if you were buying it FROM the vendor) as opposed to giving them that item.
  12. 5. Wound timers will also increase, to either 12 or 24 hours. In addition, timers will NOT be able to be reduced by stims or other item medications. Faction medbays such as pirates/egov/etc will be able to reduce this time by 2/4 hours. Further reduction will require a visit to an actual medical site, such as the hospital or the clinic, for a maximum reduction of 3/4 the duration (down to 3 or 6 hours, respectively.) This will bring the hospital and clinic more rp of a non implant/breakdown nature, as well as provide more of a cash sink.
  13. 6. Coupled with the wound timer changes, half of the medical procedures prices will go OUT of the system. e.g. in order to reduce the timer, the doctor must input credits into the machine. We will be workign with the doctors and yuki when they take over to do this and set prices that will be enforced by ALL doctors of the hospital, as well as working with hexail and his clinic in order to ensure that the sink is still usable. even for a hospice, medical stuff requires money/items.
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