Page 2 of 3

Re: Money! Currency! KA-CHING

Posted: Sat May 10, 2014 1:44 pm
by Drynwyn

Bottom post of the previous page:

The station Funds Management Console will allow for the transfer of dosh into (but not out of) individual employee's accounts. Of course, no loyal nanotrasen Captain or HoP would EVER abuse this ability. Nope, certainly not.

Re: Money! Currency! KA-CHING

Posted: Sat May 10, 2014 9:18 pm
by Fuzzeldorf
Drynwyn wrote:The station Funds Management Console will allow for the transfer of dosh into (but not out of) individual employee's accounts. Of course, no loyal nanotrasen Captain or HoP would EVER abuse this ability. Nope, certainly not.
If you emag it you should be able to steal money from people

Re: Money! Currency! KA-CHING

Posted: Sun May 11, 2014 1:33 am
by miggles
fining people for crimes is an awesome idea

Re: Money! Currency! KA-CHING

Posted: Sun May 11, 2014 5:32 pm
by Cipher3
SergeantSkread wrote:
Ikarrus wrote:Oh man we can totally have embezzlement/burglaries, can't we?

Objective: Steal 1 Million Space Credits
Replace nuke ops/add another gamemode that starts with a team of people dressed up in suits, lace up shoes, balaclava or fedora + sunglasses and tommy guns who have to steal the entirety of the station's money
Yes.


Also, this is an opportunity to make the vault worthwhile as something other than for the RD to pester the AI to open up so he can grab all of the materials in it worth anything at round start. And make it more secure, and have traitor objectives. Always with the traitor objectives!
Drynwyn wrote:The station Funds Management Console will allow for the transfer of dosh into (but not out of) individual employee's accounts. Of course, no loyal nanotrasen Captain or HoP would EVER abuse this ability. Nope, certainly not.
Corruption. RP yes please.


Don't make sec paid for brigging more people, but make it so that individual heads can control if their staff should get their pay or not, and allow the captain/HoP to allocate bonuses to the heads of staff to be dispersed among their departments. Which in turn would mean bribes.
Cipher3 wrote:Corruption. RP yes please.
One last request, let's name it something other than Dollars or Credits. Nobody in the real world would call money something so boring as credits, but in so much science fiction they're called credits.

Re: Money! Currency! KA-CHING

Posted: Sun May 11, 2014 8:16 pm
by ExplosiveCrate
Obviously all transactions in the far future are handled in dogecoin

Re: Money! Currency! KA-CHING

Posted: Sun May 11, 2014 8:24 pm
by Cipher3
ExplosiveCrate wrote:Obviously all transactions in the far future are handled in dogecoin
Yup.

Re: Money! Currency! KA-CHING

Posted: Mon May 12, 2014 2:16 am
by Drynwyn
Nanotrasen Scrip.

Re: Money! Currency! KA-CHING

Posted: Mon May 12, 2014 4:04 am
by Skorvold
Neo-Shekels

Re: Money! Currency! KA-CHING

Posted: Mon May 12, 2014 5:56 am
by ExplosiveCrate
Zenny

Re: Money! Currency! KA-CHING

Posted: Mon May 12, 2014 7:48 am
by Anton Raginovsky
Since this is Nanotrasen we're talking about here, we should call it Scrip. Maybe Spacescrip or something.

http://en.wikipedia.org/wiki/Scrip

((Guess I could've read a little closer))
Drynwyn wrote:Nanotrasen Scrip.

Re: Money! Currency! KA-CHING

Posted: Mon May 12, 2014 11:15 am
by Void Slayer
Most things that are being bought by departments should come through cargo, we have restocking crates already.

R&D could buy research level dodads that do nothing but have a specific research level for example, rather then buying them directly.

Mercs as an admin or random event would be fun though.

Private cabins of some kind.

To start though, just implementing the banking system, departmental accounts and private accounts and making vending machines cost money, then decide on the whole long term economy thing.

The bonuses from heads and raises sound fun though.

I vote for bottle caps for money.

On a more serious note, having $1 coins stackable to 100 then larger bills in 10 20 100 1000 all stackable to 100 might be a good way to handle the physical money.

Also service borgs should be able to accept money and give it out of their own account. Maybe the borg can also act as an ATM?

Re: Money! Currency! KA-CHING

Posted: Tue May 13, 2014 12:43 pm
by TheTerbs
TRASH CUBE ECONOMY

MAKE A TRASH COMPACTOR MAKE TRASH CUBES BE ABLE TO BE CONVERTED TO ENERGY

Re: Money! Currency! KA-CHING

Posted: Tue May 13, 2014 3:37 pm
by Fuzzeldorf
Void Slayer wrote: I vote for bottle caps for money.
On a more serious note, having $1 coins stackable to 100 then larger bills in 10 20 100 1000 all stackable to 100 might be a good way to handle the physical money.
Also service borgs should be able to accept money and give it out of their own account. Maybe the borg can also act as an ATM?
This, and bottle caps sound awesome

Re: Money! Currency! KA-CHING

Posted: Tue May 13, 2014 10:19 pm
by Cipher3
Void Slayer wrote:Also service borgs should be able to accept money and give it out of their own account. Maybe the borg can also act as an ATM?
Would require an extra protocol so that people can't just order the borg to dump out money.

Re: Money! Currency! KA-CHING

Posted: Wed May 14, 2014 12:19 pm
by AseaHeru
That would harm the crew as a whole, or jsut make it so that they need the ID and can only drain/fill from the ID's account.

Re: Money! Currency! KA-CHING

Posted: Wed May 14, 2014 9:40 pm
by Cipher3
AseaHeru wrote:That would harm the crew as a whole, or jsut make it so that they need the ID and can only drain/fill from the ID's account.
Suddenly identity theft. Scary.

Re: Money! Currency! KA-CHING

Posted: Thu May 15, 2014 2:32 pm
by AseaHeru
Hey, it gives another objective for trators.
Steal (X NUMBER) of IDs with a minimum of (X QUANTITY OF MONEYS) on each.

After all, The syndicates gotta get a way to sneak in there best ops who are already known, right?

Re: Money! Currency! KA-CHING

Posted: Sun May 18, 2014 6:57 pm
by Gamarr
Just have your ID function as your ATM card as well, with each crew having a pin assigned at creation. Insert card, input code, put X money on card from account, take it out and put in PDA. Swipe to pay at certain 'stores'/vending units. There is a hard-cash option, but when you put it into machines, you don't get change, the money stays in it as a pool for any user to purchase things with. (Meaning mugging people for their IDs/wallet for wads of free cash is now a thing, or trying to figure out peoples pins).

About the borgs functioning as ATM, only one should, and that's a Service Borg. New module called Auto-Teller. However I do not see how this would function mechanics-wise, as borgs are swiped already for IDs to unlock them...


This is the space age, there is no reason for NT to want to prefer physical currency over digital except when it comes up to huge denominations of sum, the kind of thing that is used in restocking a stations payroll, not individually paying all the 'little people' who get crappy salaries like 5$ every 30 minutes. Just one or two types of 'bills' should be available, such as a fiver and maybe a hundred note.

Re: Money! Currency! KA-CHING

Posted: Sun May 18, 2014 7:55 pm
by miggles
Gamarr wrote:Just have your ID function as your ATM card as well, with each crew having a pin assigned at creation.
hell no. this is the WORST part of bay's economy: random PINs. it's a pain in the ass to have to check your pin number whenever you're hungry because you don't know what it is because it's random. make it a character option. if someone learns your PIN and uses it, that's your fault. change it next round. do NOT make PINs random.

Re: Money! Currency! KA-CHING

Posted: Sun May 18, 2014 9:02 pm
by Gamarr
That may be fine as well, except I'm leery about having an unchanging PIN and meta. It is not difficult to check your notes too and that as an argument for having non-randomized PIN is a bad argument. If you're that damn lazy that you can't click that little button to look at it that is your issue. Don't want to forget it, then copy it and ctrl+v it in.

Re: Money! Currency! KA-CHING

Posted: Sun May 18, 2014 9:33 pm
by Alex Crimson
Id be fine with a random pin each round. Not hard to just add it to your PDA notes. Could you not code it to show your personal pin whenever you inspect an ID card?

Re: Money! Currency! KA-CHING

Posted: Sun May 18, 2014 9:44 pm
by Psyentific
Random PINs are shit, just another step between me and delicious delicious 4 No Raisins.

Re: Money! Currency! KA-CHING

Posted: Sun May 18, 2014 9:54 pm
by danno
random pins are ass.
just make it a setup option

Re: Money! Currency! KA-CHING

Posted: Mon May 19, 2014 2:26 am
by lumipharon
Make your card start without a pin. Lazy people will forget/not bother to add a pin, then get mugged and lose all their money, and it's their fault, no one else's. Everyone else can set a pin.

Also sec needs to people able to fine people for crimes, some sort of money sucking fine machine to boost the collective sec wallet. 'Oh mr greyshirt, you broke 5 windows eh? I guess that's 5 counts of property damage, and 5 fines...'

Re: Money! Currency! KA-CHING

Posted: Mon May 19, 2014 3:16 am
by Drynwyn
I don't plan on using PINs. The first half of this will just be a departmental funds thing, anyway- after that is set up, and there are some other uses for cash, I'll worry about wheter you have to pucnh in a number for raisins.

Re: Money! Currency! KA-CHING

Posted: Mon May 19, 2014 12:33 pm
by AseaHeru
With bay you can set it so you just need the card to get things...

And you can also set it so that you need your account number, card and pin to get things.

Re: Money! Currency! KA-CHING

Posted: Tue May 20, 2014 9:55 am
by paprika
danno wrote:random pins are ass.
just make it a setup option
Oh god this please I want to share my pin number with my metafriends so we can pool our money at roundstart like a greyshirt crime syndicate.

Re: Money! Currency! KA-CHING

Posted: Tue May 20, 2014 5:47 pm
by kylefiredemon
AseaHeru wrote:
Drynwyn wrote: That said, the merc's gear will disappear, and may be unusable by non-mercenaries.
Thats gonna be some snowflake. Basicly you will have to recode everything, and removes the bonus of the revs dunking them when they get ordered during rev rounds.
The snowflake code is debatable has the detective revolver would be an example since it could only fire if you had his coat, hat and his jumpsuit. I also like the merc idea, but I think their price tag should be way higher.

Also, what about having a stock market?

Re: Money! Currency! KA-CHING

Posted: Fri May 23, 2014 4:23 am
by srifenbyxp
A lottery system would be fine enough, once every 30-45 minutes or so a random player might win 25% of the stations current bank along with each department using money for different reasons.
Cargo can spend their budget on increasing how fast points regen or how much more points they get from crates, so on and so forth along with improved gear. The Captain can also be a dick and withdraw all of the stations cash and flood his room with it, rolling around in a pile of money naked.
Jam wrote:
Drynwyn wrote: All right, mercs are out, noted. How would you suggest integrating money with Sec? Rentable off station holding cells?
They get money for doing their job. Security Officer's get dosh by brigging people: when a timed sentence is set, it pops up a window in which the arresting officer inputs the reason for arrest, length of the sentence, and listing witnesses, any evidence acquired by the Detective, or any complications that occurred during the arrest. When complete, they swipe their ID, or PDA, a bonus is added to their account, and the report sent to the Warden's Office.
As for security getting income from the amount of people they brig you'r asking for shitcurity to be on a major rise. If shitcurity even looks at a greyshirt or anyone in clothing not belonging to their department after getting a job change they'll arrest, brig, most likely make a shitty excuse and get cash. That's just a terrible ideal, the Captain or acting should determine how much of a bonus they'll give to a individual officer based on their performance and how less shit they are.
Players create their own Pin Number in the character set up (or given a random one if not set up) to access their accounts via pda or atm and there you have it.

Re: Money! Currency! KA-CHING

Posted: Fri May 23, 2014 1:59 pm
by Drynwyn
Status Update
Part 1 of the code is about 80% done.
Part 1 consists of switching Cargo to a dollars system rather than points, and making items such as R&D creations, robot parts, and antagonist items salable.

A "value" variable that defaults to zero was added to all obj/items to facilitate this. There is also a "fungible" var that defaults to false, which is currently unused but will be significant in later parts.

Right now, however, I am considering: Since Cargo will gain many, many ways of making money, should points for crates be reduced/removed?



Schedule
This will be done in 3 sequential PRs, each building on the previous one.

Part 1
Switches Cargo to dollars rather than points, makes manufacturing profitable.

Part 2
Creates budgets for each department controlled by the Captain or HoP, and uses for those departmental budget. Will use the "fungible" var- fungible items like Space Cash or gold can be added to budgets at a departmental or station budget console, while other items will have to go through Cargo.

Part 3
Individual bank accounts, and ideally a shopping shuttle in arrivals.

Re: Money! Currency! KA-CHING

Posted: Fri May 23, 2014 2:21 pm
by AseaHeru
How much is a coin worth? Because we may want to base some of these thing on that.

Cargo items should be slightly cheaper than vender items, so some things should be changed.

Re: Money! Currency! KA-CHING

Posted: Fri May 23, 2014 9:24 pm
by miggles
whats the exchange rate of points to dollars?

Re: Money! Currency! KA-CHING

Posted: Fri May 23, 2014 9:26 pm
by paprika
It's 5000 points for 1000 NT space cash, but that can be changed as it's really only a "BADASS MINER RIGHT HERE" token

Edit: Whoops thought you were talking about miner points

Since points generate slowly I'm not sure but a crate only gives you 5 or 10 iirc

Re: Money! Currency! KA-CHING

Posted: Fri May 23, 2014 10:51 pm
by Psyentific
Cargo points trickle at one per minute, Crates give you five per crate, correct manifests give you one per, plasma is five per sheet (I believe?)

Re: Money! Currency! KA-CHING

Posted: Sat May 24, 2014 1:38 am
by kylefiredemon
Psyentific wrote:Cargo points trickle at one per minute, Crates give you five per crate, correct manifests give you one per, plasma is five per sheet (I believe?)
Plasma is a point per two sheets.


Also shitcurity department should get a small cash bonus if they manage to fill up on the arrest quota. Fun fact, arrest quotas were a real thing back in communist countries.

Re: Money! Currency! KA-CHING

Posted: Sat May 24, 2014 1:56 am
by paprika
There's no real way to check if you arrest someone unless there was a whole new code thing built around arresting

Re: Money! Currency! KA-CHING

Posted: Sat May 24, 2014 2:58 am
by Psyentific
paprika wrote:There's no real way to check if you arrest someone unless there was a whole new code thing built around arresting
If Mob & InBrigCell & NotSecurity, Counter++
If Counter => ArrestQuota, Get(Money)

Re: Money! Currency! KA-CHING

Posted: Sat May 24, 2014 4:40 am
by Drynwyn
Psyentific wrote:
paprika wrote:There's no real way to check if you arrest someone unless there was a whole new code thing built around arresting
If Mob & InBrigCell & NotSecurity, Counter++
If Counter => ArrestQuota, Get(Money)
Exploitable as fuck.

And 1 Cargo Point = 500 dollars space cash.

Re: Money! Currency! KA-CHING

Posted: Sat May 24, 2014 6:58 pm
by kylefiredemon
They'll need to fill up a randomly generated arrest quota before getting any sort of cash.

Re: Money! Currency! KA-CHING

Posted: Sat May 24, 2014 7:42 pm
by Cipher3
People have already brought up what's wrong with that.

Re: Money! Currency! KA-CHING

Posted: Sun May 25, 2014 12:30 am
by Kavaloosh
i can imagine the muggings now

Re: Money! Currency! KA-CHING

Posted: Sun May 25, 2014 1:21 am
by kylefiredemon
coins should be loadable in a spent shells to make coin-shot, which is a poorer performing version of a buckshot.

Re: Money! Currency! KA-CHING

Posted: Sun May 25, 2014 6:50 am
by imblyings
you'd think plasma, uranium or diamond coins would actually outperform buckshot though

>firing plasma/uranium/diamond coin-shots at someone
>that someone gets hit full force with diamond coins interspersed with bits of violently combusting plasma while shards of highly toxic radioactive uranium shatter all over him

Re: Money! Currency! KA-CHING

Posted: Sun May 25, 2014 3:16 pm
by Miauw
READD MINT 2014

I have mostly-finished slot machine code that runs on coins.

I'm perfectly willing to have the code used by NT, I'm just a lazy bum and stopped working on it.

Re: Money! Currency! KA-CHING

Posted: Sun May 25, 2014 10:17 pm
by miggles
the mint is on the mining station in the old smelting room

Re: Money! Currency! KA-CHING

Posted: Wed May 28, 2014 2:52 pm
by AseaHeru
What map?

Because yah, different places on each map...

Re: Money! Currency! KA-CHING

Posted: Thu May 29, 2014 5:02 am
by miggles
the map which is on the server of the codebase for which this subforum is specifically and exclusively for

Re: Money! Currency! KA-CHING

Posted: Thu May 29, 2014 1:07 pm
by AseaHeru
Metastation then?
I can never remember these things... Besides, for some reason I thought it rotated for NT...

Re: Money! Currency! KA-CHING

Posted: Fri May 30, 2014 12:47 pm
by miggles
YES

Re: Money! Currency! KA-CHING

Posted: Fri May 30, 2014 2:26 pm
by AseaHeru
Allrighty then.

Just watch, its gonna get changed just to spite me now...

Re: Money! Currency! KA-CHING

Posted: Fri May 30, 2014 4:57 pm
by Cipher3
Fancy name colors everywhere.

So, perhaps the most common and simple use of money will be an interesting question here: What physical form will this currency take, and how will this be exchanged in such mediums as the bar or kitchen? I'd rather not just file all the food and drinks into vending machines to purchase things - I rather like the open counters.