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Functionally Anchoring the Economy
#1
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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#2
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(04-19-2018, 07:21 PM)Desolane900 Wrote: 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.

I drew up a rough idea of what the backbone of the economy could like here. All other jobs would be servicing the people working these jobs, i.e. bar-tending/gun selling etc. Do you think this would be a good idea?
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#3
Why make the taxes just an admin command.

Let the UNSC commander choose from a list of options at round start, that way the innies really have a reason to be pissed when the commander does something stupid like 95%.
--bloxgate
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#4
I'd say not give it to the UNSC commander from the get go, but perhaps the mayor, with the UNSC commander being able to eventually take over and take the funds straight for the UNSC (we could also let the UNSC/mayor purchase things themselves, to have an incentive to raise taxes beyond just pissing off the colonists).

Instead of just having the money disappear, it should go either to the UNSC or the mayor's office.
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#5
There is a console on geminus about ordering things. is that actually real? if so that's a good way to use the money. ordering supplies, etc.
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#6
An economy would be nice, would give mining a better purpose.
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#7
Nice flowchart Axe. Simple but clear. I've got some code going live soon to add NPC traders which will be the first part of this. There's a black market combat trader who buys and sells guns etc, there's also an ore trader who buys and sells ore and a crop trader who buys crops. I'm also thinking of adding traders for research disks and xenoarch artifacts. These traders will start a bit of cash flowing back and forward and hopefully bring some civilian life to the colony.

The next step is adding UNSC interaction with the system via a colonial governor job who can set tax rates and NPC trader ships actually carrying goods to and from the colony.
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