bluespace market

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Tlaltecuhtli
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bluespace market

Post by Tlaltecuhtli » #477743

currently using economy to trade is clunky and boring, as you have to set up a shop in a place and hope someone walks in and wants to buy whatever and even if you were able to sell it you are left with useless cash in your hand which you have to hope someone would accept to give you an item or a service for it
paystands are garbage as you not only need to get the circuit but you also have 1 single price tag

what if there was a vendor fridge like console that shows what everyone is selling and at what price? making it simple to sell and without having to be stuck in a 3x3 place as it will be handled automatically or by cargo, so you can do your job or roam the halls and also get the benefit of trading whatever your deparment produces (slimes, meth, tools, bananas) without downsides, would also make it easier for cargo to sell their big crates of things into separed items like no one would be able to buy a laser crate (2000$) by selling bananas to clowns but if cargo sells 3 laser separately at 500$ it may be possible to actually buy from cargo by selling products of your department

how would it be delivered
cargo should have a mayor role here by doing the delivery: they get a tracker to the buyer id and a box, they have to deliver the box and get it swiped to complete the transiction or you can buy a express rocket for some extra money which gets put in cargos funds maybe have a timer so if cargo is trash it ll be rocketed after 3 min (maybe at expense of cargo)

how would you interact with the console
you load the console with the items you are selling and they can be returned with the id, to "buy" you select all the items you want and make an order, the money gets put in hold until cargo or rocket delivers and then the money gets sent to the seller


would it ruin interaction or rp?
i dont think so as there would be no interaction if no one bought or sold, cargo gets to be a mail man and nothing stops you from selling old style with a market



by having the ability to sell and buy simplified and more accessible without hurting your time will probably make economy more used
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wesoda25
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Re: bluespace market

Post by wesoda25 » #477748

I like the idea of a communal vending machine but don't exactly get what you're getting at with the cargo involvement stuff.

It'd be neat if you insert your item, swipe the ID card for whichever account you want proceeds to go to (so department if you want it to go there) and then the money goes to whichever account was assigned to the item.

If we REALLY wanted to make it cool, we could install taxes (10% of every item), which go towards the department of whoever is linked/or the nature of the item. That way, departments get some more money and economy becomes a more sound system.
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datorangebottle
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Re: bluespace market

Post by datorangebottle » #477786

inb4 captain bans for inserting his spare for 50000 credits
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zxaber
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Re: bluespace market

Post by zxaber » #477798

I still don't see this going anywhere. Paysations don't get used for a reason, and that reason is there's nothing of value to buy.

What am I supposed to spend my cash on, a funny hat?
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iamgoofball
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Re: bluespace market

Post by iamgoofball » #477806

Tlaltecuhtli wrote:currently using economy to trade is clunky and boring, as you have to set up a shop in a place and hope someone walks in and wants to buy whatever and even if you were able to sell it you are left with useless cash in your hand which you have to hope someone would accept to give you an item or a service for it
paystands are garbage as you not only need to get the circuit but you also have 1 single price tag
this is why I made it so you could smash cash directly into your ID card, and withdraw cash directly from the ID card

just so you know

just saying

just a thought
somerandomguy
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Re: bluespace market

Post by somerandomguy » #477814

Why have paystations then
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iamgoofball
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Re: bluespace market

Post by iamgoofball » #477842

somerandomguy wrote:Why have paystations then
people asked for them
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Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
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Re: bluespace market

Post by Lumbermancer » #477843

Nobody asked for the economy system goof.
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Nalzul
Joined: Fri Aug 31, 2018 7:26 pm
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Re: bluespace market

Post by Nalzul » #477844

Paystands have some really good gimmicks, plus the commissaries already have the chip for them. I'm glad the signalers were added too, but nobody seems to care about economy.
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Shadowflame909
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Re: bluespace market

Post by Shadowflame909 » #477849

economy review

1: the only notable thing about it is that it's an indirect nerf to botany that no one asked for and a meaty direct buff to cargo. Since that's where all the budgets go.
► Show Spoiler
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Not-Dorsidarf
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Re: bluespace market

Post by Not-Dorsidarf » #478495

The only time paystands were good is when you could just seemingly shit them out of thin air and every corner has an assistant selling “sucker punches” or dead rats for $19,000

Edit: this also seems kinda complicated, why not just a bunch of vending machines that you put your items into at the time of setting up the sale, and when someone buys it it gets dispensed
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iamgoofball
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Re: bluespace market

Post by iamgoofball » #478599

Not-Dorsidarf wrote:The only time paystands were good is when you could just seemingly shit them out of thin air and every corner has an assistant selling “sucker punches” or dead rats for $19,000

Edit: this also seems kinda complicated, why not just a bunch of vending machines that you put your items into at the time of setting up the sale, and when someone buys it it gets dispensed
also yeah lmao you fuckers asked for paystands, i set them up as a holograph setup so people could use them easily, then realism retards came in and shit up the place

complain at the realism retards
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oranges
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Re: bluespace market

Post by oranges » #478602

Lumbermancer wrote:Nobody asked for the economy system goof.
it was paid for and merged, very unaccurate of you
Stillplant
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Re: bluespace market

Post by Stillplant » #478788

In real life, money serves as a motivator to get people to do work they do not want to do. Where SS13 differentiates from real life, among others, is: people choose to play SS13, people don't choose to be alive. The guy who plays engineer is already motivated to set up the engine/solars and maintain the station, no additional motivation needed. (That, or he wants roundstart access to isolated gloves, so that he can go greytide better, but since the economy system doesn't actually check whether you are doing your job before paying you, it does nothing to preven these kind of shenanigans.) This means that most players will have next to no interest in acquiring money, the exception being the quartermaster/cargo, assistants, and botany.

This leads to a scenario where the average player will go most of his or her rounds without spending any money. This renders money worthless, which in turn renders the entire economy moot.

In order to fix this, a cash sink would need to be introduced. Something the players can spend money on. My suggestion would be an external merchant, who visits the station and sells things that are not otherwise obtainabe.

Of course, coming up with a list of things for the merchant to sell, and making sure they don't negatively affect game balance, presents a challenge in itself.
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iamgoofball
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Re: bluespace market

Post by iamgoofball » #478793

Stillplant wrote: In order to fix this, a cash sink would need to be introduced. Something the players can spend money on. My suggestion would be an external merchant, who visits the station and sells things that are not otherwise obtainabe.

Of course, coming up with a list of things for the merchant to sell, and making sure they don't negatively affect game balance, presents a challenge in itself.
these are all great ideas that were on my todo list except that i got gitbanned before it could be finished
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Caiggas
Joined: Wed Feb 13, 2019 2:51 pm
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Re: bluespace market

Post by Caiggas » #478840

iamgoofball wrote:
Tlaltecuhtli wrote:currently using economy to trade is clunky and boring, as you have to set up a shop in a place and hope someone walks in and wants to buy whatever and even if you were able to sell it you are left with useless cash in your hand which you have to hope someone would accept to give you an item or a service for it
paystands are garbage as you not only need to get the circuit but you also have 1 single price tag
this is why I made it so you could smash cash directly into your ID card, and withdraw cash directly from the ID card

just so you know

just saying

just a thought

You did the holochip cash stuff? I LOVE that feature. Good job. One of my steps in combat escalation has become to cuff and rob, then release. It really is a great feature.
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Caiggas wrote:
iamgoofball wrote:
Caiggas wrote:
iamgoofball wrote:
Caiggas wrote: Now, what if you get a majority of feedback against a decision you have made? Are you just going to accept the feedback but ignore it, are you going to "think about it", but still do what you feel is correct, or are you going to COMPLETELY allow the feedback to dictate your decision regardless of your own opinions? For me to concede those last points, I can ONLY accept the last option. Otherwise you can just veto player democracy anytime you feel like it.
like the whistleblower thing, i'm sure some player will come up with a better alternative for the idea that works out and gives more power to the proletariat player and coder instead of the bourgeois
That's not an answer to the question. Let me put it more plainly. If the majority of player feedback is AGAINST a decision you made, are you or are you not going to change the decision to align with the majority of player feedback? Its a yes or no question.
uh, yes? what part of that wasn't clear
Trying to make sure there is no ambiguity in your answer. I don't want you to accuse me of taking something out of context if I ever have to throw the screenshot of this at you.
somerandomguy
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Re: bluespace market

Post by somerandomguy » #478891

iamgoofball wrote:
Stillplant wrote: In order to fix this, a cash sink would need to be introduced. Something the players can spend money on. My suggestion would be an external merchant, who visits the station and sells things that are not otherwise obtainabe.

Of course, coming up with a list of things for the merchant to sell, and making sure they don't negatively affect game balance, presents a challenge in itself.
these are all great ideas that were on my todo list except that i got gitbanned before it could be finished
make patch --> send patch to oranges --> oranges merges patch
You said it yourself in one of the cloning threads
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imsxz
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Re: bluespace market

Post by imsxz » #478917

replace paystands with custom vendors yes please. Sure it'd detract from the epic roleplay of an assistant RCD'ing into your shop and stealing stuff for lolz, but you'd seea lot more use out of economy that way.
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Time-Green
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Re: bluespace market

Post by Time-Green » #479242

If you wanna up the madness, you could add bluespace trading vendors to techwebs.
Seller 1 has a vendor in his workplace and puts stuff in, and another person somewhere else can then buy it for that price with another vendor.
This removes the problem of people just looting it, but may be too easy.
Fatal
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Re: bluespace market

Post by Fatal » #479616

Don't replace the paystand board, I use the shop when I do private healthcare and the vendor wouldn't work for that

However, some notification that someone has put money into your account would be useful (if it doesn't exist already)
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iamgoofball
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Re: bluespace market

Post by iamgoofball » #479858

Fatal wrote:Don't replace the paystand board, I use the shop when I do private healthcare and the vendor wouldn't work for that

However, some notification that someone has put money into your account would be useful (if it doesn't exist already)
there is one, apparently someone broke your ID card talking at you
it's supposed to notify you about shit like this
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