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Functionally Anchoring the Economy
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As it stands, current money has no real worth and this wouldn't be implemented overnight but it'd help to concrete the economy and give a basis to stand and improve on.

First order of business would be to make a console that gives colonists jobs and changes their ID accordingly. These jobs would each have a payscale and every 10-15 minutes a new payday would happen. The next step is to add in an admin command of adjusting the taxation of the colony which would impact how much money the colonists receive each paydate. We would then adjust the colony to have more vendor type objects and maybe a shopping center where this money could be spent, this system comes into play more later. With the increase in taxation, the price of goods in vendors would also increase by the same percentage as the taxes being taken from each paydate.

The next step would be to add in overmap objects that act as a type of black market, which would be easily concealed in the activity of NPC ships and stations. The Insurrectionists will start with little and need to depend on the support of, or violent action taken on, the colony as a means of procuring funds to use to purchase better gear from the black markets, with the ability to sell stolen goods on the black market through the aforementioned vendor system.

The improvements made to gameplay would: give colonists more incentive to assist the insurrection, give the UNSC another thing to do in the system (ie cracking down on black markets), give value to the goods produced by the colony, give the colonists a better and more concreted role to fill in the game, improve on both the overmap and Geminus by giving more functional objects to fill the world space (as opposed to useless objects being filler), give Insurrectionists more reason to conduct raids on NPC ships, and help secure the need for a governing head in the colony.
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Functionally Anchoring the Economy - by Desolane900 - 04-19-2018, 07:21 PM

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