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Rewards for job performance - Printable Version

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RE: Rewards for job performance - Triacontakai - 07-20-2016

(07-20-2016, 01:13 AM)The Grim Sleeper Wrote:
(07-19-2016, 12:53 PM)Frank_Stein Wrote: Maybe you could give other players some of your points at round end, as a sort of tip for good sportsmanship or doing something particularly creative or interesting that round.

Isn't there a SS13 server (Hippy station or Weebo station or something) out there with a 'karma system' where everybody gets a +1 to give at the end of the round 'for good behaviour'?
Yeah I believe Paradise does that.


RE: Rewards for job performance - Nnystyxx - 07-20-2016

I've seen certain RP servers use a point-buy for cosmetic items. Maybe something like that, except the points don't replenish from round to round/past a threshold and have to be earned?


RE: Rewards for job performance - Sundance - 07-21-2016

I'm against a points based system. It's a boring solution to make people "work" "harder", and I feel it would be a very short lived gimmick in that some coder would code it and it would pitter-patter out till it's a forgotten feature and people would go back to being despondent.
I'm also slightly against medal based rewards; reskins are fun and all but I feel like these reskins should be available in-game to those without the medals, albeit harder to get (in comparison to instant). But they're here now, so I guess I gotta deal-with-it

My suggestion?
Money. Currently you're paid per cycle, but other than that money is of trivial use. There's like this space under-inflation where money is too easily accessible and items barring a few are too cheap.
Making things more money orientated makes things a WHOLE lot more interesting; theft, fraud, bartering, blackmailing, gambling, all the bad/good stuff that comes along with $$$ and would far better suit the mentality of goon and feels more organic than point based rewards.

How would you work it? From observations:
A) Rebalance money across the board.
B) Add more traders/buyable shit/QM/etc
C) Introduce "bonus" system. This is the solution to the OP in that it would include real-time rewards for doing your job. For example a janitor who cleans the bar next payday would get a significant bonus, and this would be alerted via a centcom announcement
"Joe Bloggs is a great/model/heroic employee of nanotrasen"


RE: Rewards for job performance - Ed Venture - 07-21-2016

I would love a Money overhaul. I only use it to buy Strange Reagent and I steal it from people I arrest for fun as security since it's pretty much useless.


RE: Rewards for job performance - Nnystyxx - 07-21-2016

the only place I ever get, or use, money is the debris field these days and depends on the gimmick i want to do, between "great doctor" and

that's basically it and also i get some nice things for myself like an injector belt
there's not many opportunities to spend money because things are relatively cheap in the vending machines (this is fine i think) and the trader ships come at random intervals and dock at 1. catering and 2. research, places large swathes of the station cannot enter without shenanigans

you can blow lots of money on qm, true, if there's actually a quartermaster. maybe a way to buy crates locked to your id so no one else can have the goodies
edit: or just a way to directly buy things rather than waiting for the quartermaster to get around to it, put your card/pin into a terminal


RE: Rewards for job performance - Musketman12 - 07-21-2016

(07-21-2016, 12:22 PM)Nnystyxx Wrote: the only place I ever get, or use, money is the debris field these days and depends on the gimmick i want to do, between "great doctor" and

that's basically it and also i get some nice things for myself like an injector belt
there's not many opportunities to spend money because things are relatively cheap in the vending machines (this is fine i think) and the trader ships come at random intervals and dock at 1. catering and 2. research, places large swathes of the station cannot enter without shenanigans

you can blow lots of money on qm, true, if there's actually a quartermaster. maybe a way to buy crates locked to your id so no one else can have the goodies
edit: or just a way to directly buy things rather than waiting for the quartermaster to get around to it, put your card/pin into a terminal
Really the only place to blow loads of cash is the listening post.


RE: Rewards for job performance - Noah Buttes - 07-21-2016

(07-21-2016, 12:22 PM)Nnystyxx Wrote: the only place I ever get, or use, money is the debris field these days and depends on the gimmick i want to do, between "great doctor" and

You're goddamn right that we need more ways to spend money aboard the station itself.

(07-21-2016, 12:22 PM)Nnystyxx Wrote: that's basically it and also i get some nice things for myself like an injector belt
there's not many opportunities to spend money because things are relatively cheap in the vending machines (this is fine i think) and the trader ships come at random intervals and dock at 1. catering and 2. research, places large swathes of the station cannot enter without shenanigans

Both of those locations are accessible to anyone with maintenance access since you can just take a lengthier route to get there.

The real issue is that rarely do the merchants carry anything that's worthwhile buying. It's usually either JUNK or stuff you could buy elsewhere. The only exceptions I can think of are designer drugs (??? pills) and, of course, the plutonium core.

(07-21-2016, 12:22 PM)Nnystyxx Wrote: you can blow lots of money on qm, true, if there's actually a quartermaster. maybe a way to buy crates locked to your id so no one else can have the goodies
edit: or just a way to directly buy things rather than waiting for the quartermaster to get around to it, put your card/pin into a terminal

I feel like we need to encourage more QM interaction rather than discouraging it. As it stands, quartermasters have one of the least active jobs on the station, probably even more so than that of a botanist.

I feel this is contrary to the spirit of the Quartermaster's job: fast-paced wheeling and dealing.

Although, how to resolve that issue is a subject for another thread.


RE: Rewards for job performance - Nnystyxx - 07-21-2016

I think you can buy ??? pills from the bot in the diner but I'm not sure
as well as pick them up from a few places, hmm

why don't we have some sort of fancy clothing vendor, incidentally??
maybe we should make a "ways to spend money/more vendors" thread, the idea of being able to get nearly anything at a steep price amuses me, shelling out money to buy materials nanotrasen refuses to just give you, as a test of its new MARKET INITIATIVE™


RE: Rewards for job performance - Noah Buttes - 07-21-2016

(07-21-2016, 01:02 PM)Nnystyxx Wrote: I think you can buy ??? pills from the bot in the diner but I'm not sure
as well as pick them up from a few places, hmm

You can't buy ??? pills from the bot in the diner. You can find bottles of them lying around all over the place, but the merchant offers you a chance to buy them in bulk. Very useful for chemistry experimentation.

(07-21-2016, 01:02 PM)Nnystyxx Wrote: why don't we have some sort of fancy clothing vendor, incidentally??

Geoff honkington (the shady clown in the clown's room) sells fancy costumes, the diner bathroom bot sells elite security outfit stuff, and the glomar salvage bot (thrifty bob?) sells a few clothing items. We don't have a dedicated clothing merchant though.

(07-21-2016, 01:02 PM)Nnystyxx Wrote: maybe we should make a "ways to spend money/more vendors" thread, the idea of being able to get nearly anything at a steep price amuses me, shelling out money to buy materials nanotrasen refuses to just give you, as a test of its new MARKET INITIATIVE™

I support anything that will give more importance to money and make people actually care about budget embezzlement again.


RE: Rewards for job performance - Frank_Stein - 07-21-2016

Honestly, if you can make the points incentive idea money based I'm all for that. 

I think the station more needs consistent NPC merchants, with rotating wares. Merchant docks are kinda out of the way for the average person to consistently check, so if merchants were either always present or traveled from a dock to places like the bar or marketplace would be nice.


RE: Rewards for job performance - Nnystyxx - 07-22-2016

turn the corners of the bar into a bazaar with randomly appearing NPC merchants
nobody and i mean nobody (NOBODY) uses the tables in the corners except as a source of salt shakers
that, or shorten the tables so you can crowd around and use it as sort of a chill/coffee lounge type area, give it sort of a hookah-lounge feel, idk (good place to smoke weeeeed)


RE: Rewards for job performance - Vitatroll - 07-22-2016

The money system is a mess built upon years of compounded 'Hey why not's. I agree having some IC tangible analog to 'points' would be the better choice. It's just that that feels like asking somebody to take a leisurely 50km jog through an overgrown swamp.


RE: Rewards for job performance - Noah Buttes - 07-22-2016

(07-22-2016, 03:49 AM)Vitatroll Wrote: The money system is a mess built upon years of compounded 'Hey why not's. I agree having some IC tangible analog to 'points' would be the better choice. It's just that that feels like asking somebody to take a leisurely 50km jog through an overgrown swamp.

That sounds like a job for Tobba, considering all the other tedious rewrites he has waded through before.


RE: Rewards for job performance - The Grim Sleeper - 07-23-2016

I find myself buying the odd thing at the carty-party machine, and I've noticed that a lot of food/drink from the vending machines has neat chems in them.
I think the real problem is that the people who would use the money the most (staff assistants looking for nifty gear/chems/whatever) are also the ones with the least amount to spend. And the 1% can't be bothered to provide jobs for them to do in exchange for cash.
More vendors would help, but there just seems to be a general apathy towards money.


RE: Rewards for job performance - Frank_Stein - 07-24-2016

(07-23-2016, 11:59 PM)The Grim Sleeper Wrote: I find myself buying the odd thing at the carty-party machine, and I've noticed that a lot of food/drink from the vending machines has neat chems in them.
I think the real problem is that the people who would use the money the most (staff assistants looking for nifty gear/chems/whatever) are also the ones with the least amount to spend. And the 1% can't be bothered to provide jobs for them to do in exchange for cash.
More vendors would help, but there just seems to be a general apathy towards money.
Yeah, the clown used to not even have a proper bank account and only 1 credit to their name. If anyone needs chems it'd them