iamgoofball wrote:wesoda25 wrote:iamgoofball wrote:Grazyn wrote:I must have missed some important part of the conversation because I don't understand why people are pushing for PDAs to be used for economy instead of IDs
Their only reason is "something something common sense immersion" but won't explain deeper. Almost like they realized they don't have a reason but don't want to back down.
> Makes PR
> “Hey, about this system you made, we don’t like this, this, and this”
> lmao not my fault I got payed fix the system I designed yourself
> PR to fix system
> lol this is shitty you have no reason and are too far in to back down
>Only person PRing is xdtm
>I.like all his PRS
Most people I know round start ID card in Left hand. PDA in right hand. ID goes in the PDA. PDA goes on the belt. Having to pull your ID card out constantly and insert it into an machine is annoying. It's tedious. Second. It opens you up to be fucked with. You're staring at a god damned screen, meanwhile someone walks up behind you and slips you. Steals both your ID and the money in it. (Seen it happen) This is going to make people in departments completely ignore going to pull money out of an ATM or collecting it, or even using it. This is pretty much what already happens. Incentivizing use of your mechanic by constraining the rest of the way the game functions is not a proper solution. If you're implementing something into a game that requires a game to conform around it you're changing the game. From my understanding as a maintainer your TestPulls and things you're implementing are supposed to revolve AROUND the integrity of the initial game without changing it wholly.
The merchant tables. People are putting this shit right out in the middle of already cramped hallways. No one's going to build them in Dorms. They're a pain in the ass. They also cause congestion.
While the testpull might have merged with Bagil or another server as far as I can tell the merge happened on Sybil two days ago. I don't recall any rounds prior to that where we were earning "money."
The inconvenience of it. Your methodology to fix this is less is more. Take away more things in order to get more people involved. It's a convoluted thought process. Its only going to create a rush for departments where things are already out in the open. Why pay $200 for a medkit when I can just kick the fucking door in and get some patches? I was present in a round where medical care was charged. It was a logjam of people dying and bleeding all over the place at the front entrance. Meanwhile it circumvents specific mechanics and undermines the lawset of something like a Borg or AI. Suddenly you've got medical people refusing service. (Given how little you know about the medical field. Specifically wireless/mobile devices.)
Knowing that you have another department by the balls and exploiting it. This happened in a round where I was a roboticist and we were making fire mechs for mining. I went to Cargo to get Plasteel and it was the station where the ore redemption machine is behind the desk in Cargo and only accessible by Cargo. They wanted $50 per sheet of Plasteel.
In my opinion. The way it's currently set up as free market capitalism your biggest issue the glaring issue is the Nash Equilibrium. It's one thing if everything hits a point where it levels out and EACH department can be just as effective as medical. Part of that is because it's wholly up to the players. Which means you're spending more time playing Economics station than roleplaying your job. What I mean by this and what you can't seem to understand is that industries pay people to set the bar (Equilibrium) in a capitalist economy. There are people in the construction industry toiling over the cost of specific materials and what other companies are doing in order to set a price so that they can maintain just enough demand to facilitate the supply side of things. So the expectation is for Robotics. Or chemistry to watch what Medical is charging every shift and when they CHANGE their prices every shift to undercut them? Further this gets even more complicated when you interject businesses and consumerism. So now you have someone who opens up a stand. Forwards money to someone else to buy up supply. Create an artificial shortage while filling their vendor with a trickle of the items for 40% increase. (These are things that are regulated by the way) so you're creating more work for admins. They now need to draft economy related rules. What player bases are and aren't allowed to do.
Seriously? Your dream for the next phase of SS/13/ was to turn it into Jewstation/13/?
Some positives of the economy: Organized Crime. Go to a department. "Pay me $$$ for protection." department says get fucked. If you're robust enough. Get your gaggle of associates to gang up on the department and proceed to bash shit in. "Next time you'll pay me." Could make for an interesting game mode.
Special items that can only be purchased through the vendor. Not taking already free items and turning them into special items. But actually spending time going through department by department and adding things that can be purchasable that are cool to experience in the game itself.
Paying fines for specific crimes sounds cool too.
There's tons of things you can do to bolster and actually CREATE an economy outside of TAKING things away from players that are ALREADY free.