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Economy Rework Part 1: Wages and Vending Machines - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Economy Rework Part 1: Wages and Vending Machines (/showthread.php?tid=15025) |
RE: Economy Rework Part 1: Wages and Vending Machines - Frank_Stein - 09-14-2020 We need less items in gen manufacturers and more from vending. Tools, gloves, fire extinguishers, oxygen masks and tanks. I think we should also consider the difference in value of items that are single use or made for a specific problem vs items you're going to keep and use repeatedly. Once I have one wrench, why would I need another? RE: Economy Rework Part 1: Wages and Vending Machines - DJ-Fireball_did_this - 09-14-2020 Or have them need materials that actually make sense so it's not has insanely easy to get everything. RE: Economy Rework Part 1: Wages and Vending Machines - vampirate - 09-14-2020 More people would spend money if they knew about the request feature at qm imo RE: Economy Rework Part 1: Wages and Vending Machines - Sundance - 09-15-2020 (09-14-2020, 06:24 AM)TDHooligan Wrote: There's a lot of room to widen what the vending machines sell, which would partially fix uninteresting inter-departmental busywork like forcing Chem to nag doctors over and over for a bottle of Morphine/Insulin for the drugs they're used in. As a result, this could widen what folk are able to do if the departments aren't playing ball, at the cost of them having to find a source for money. This. Frank_Stein Wrote:We need less items in gen manufacturers and more from vending. Tools, gloves, fire extinguishers, oxygen masks and tanks. And this. |