Goonstation Forums
Money/Economy/QM Thread - 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: Money/Economy/QM Thread (/showthread.php?tid=322)

Pages: 1 2 3 4 5 6 7 8 9 10 11


Re: Money & Economy - FrontlineAcrobat4 - 03-03-2013

The problem is is that there really is not worth anything buying, if you could request certain items in QM then give them the money it would be more worthwhile


Re: Money & Economy - Cogwerks - 03-03-2013

there will be


Re: Money & Economy - epicdwarf - 03-03-2013

Gambling: Have some sort of casino on the station or a on the personal computers. Maybe have virtual horse races or the ability to bet on VR/boxing fights?

Internet super store: A store that can be accessed from the personal computers that sells novelty and slightly useful items.


Re: Money & Economy - Niars - 03-03-2013

Novelty items are always a win.

For traitors - EMagging an ATM could cause anyone who uses it to have their bank accounts hacked and the money moved to the traitor's account, anonymously? If people start using ATMs more it'd work well.

Gambling is a good one though, especially with the boxing.

Fencing items to the market could be an interesting one. Have certain, profession specific things that will sell really well, but probably shouldn't be sold because Space Law forbids it. Cue shifty black market deals and something to keep Sec occupied that doesn't involve bludgeoning (for a while, at least).

Maybe some sort of reward for the station earning money? Right now it feels a little pointless to do artifact research/ QM stuff because all the money ends up doing is lining the HoP's pocket or giving us a nice score at the end. What if Centcom threw a party for every few hundred K the station made, porting booze and party clothes into the bar/ jazz lounge and hitting the Intergalactic Disco Ball Activation Switch. Everyone loves parties.


Re: Money & Economy - icarus - 03-03-2013

i've had an idea for a shopkeeper job i posted about once that'd basically be a crew-focused QM, where they could order, instead of crates, singular objects like some pairs of insulated gloves or metal and sell it to the crew at their own marked price. they could do other things as well like hire employees or during gang rounds there could be stick-ups
i even made a nice diagram (do not steal)
[Image: tumblr_mbhrefXxpw1ryu0m6o1_500.jpg]


Re: Money & Economy - Darth Various - 03-03-2013

One quality of life-thing would be to clean up the money system. We used to have three forms of money:
Money in bank - securely locked behind your card and PIN to most people, I suppose the big ATM computer may have been able to fiddle with this.
Money on card - actually used in electronic transactions.
Space Cash - those unwieldy bills.

These days, vending machines and card readers draw directly from the bank account, and having money on your card is useless. So take that out, if it isn't done already. I admit it's been a few weeks since I played with money. This would leave us with one form of digital currency, and one stack of Space Cash if stacking bills are implemented.

In that vein, can we have deposit boxes, so paper money can be put back into the bank account?

Niars Wrote:Fencing items to the market could be an interesting one. Have certain, profession specific things that will sell really well, but probably shouldn't be sold because Space Law forbids it. Cue shifty black market deals and something to keep Sec occupied that doesn't involve bludgeoning (for a while, at least).

This would go great with the Repo Man idea. Have things like weed (and mutant weed) fetch huge prices on the QM market, but have a certain chance of attracting the Space Police.

One more thing: The QM ordering interface is a cluttered mess as it is. If we add more orderable crates, we might want to consider categories or something.


Re: Money & Economy - atomic1fire - 03-03-2013

IDEA

Counterfeiting.


e.g, using chemicals from chemistry, some metal parts, and paper, it should be possible to make fake money..

Why is this a good idea.

Get arrested by sec for giving people useless dollars.

Trick assistants into doing favors for fake cash.

Do other criminal things with fake cash.


in return, detective should have a way to figure out if cash is counterfeit. maybe a chemical in his office, or a special examine message. e.g put money in the sink and see if the ink runs off.

Also, emagging vending machines should result in fake money being accepted into the machine, so that a traitor could sell goods bought with counterfeit money.


Re: Money & Economy - mozi - 03-03-2013

Darth Various Wrote:One more thing: The QM ordering interface is a cluttered mess as it is. If we add more orderable crates, we might want to consider categories or something.

Yes, definitely, perhaps a table with multiple columns (since it uses HTML).

I like the gambling notions. I may take a crack at coding some of that myself since most of it can stand alone. We currently have the slot machine (which is a little outdated and still uses 'money on card,' which Darth is right, doesn't need to exist). Maybe I'll work on a roulette table, those shitty Bar Keno things, and a table with a pack of cards & blackjack/pokers capabilities put in. There could also be a silly OTB betting station with simulated fermid races or whatnot, though for in-game stuff (boxing matches, russian roulette tournaments) just player-to-player cash exchanges may be the best way to handle those sorts of wagers... Hmm perhaps the bar could have camera-viewing screens looking over the go-kart track to permit wagers on that too. Let me know what other stuff I should think of working on.


Re: Money & Economy - atomic1fire - 03-03-2013

I still think Counterfeiting should be a thing eventually, mostly because it adds to traitor and gang rounds.

Also with that hacking vending machines so they accept fake money, so people can resell their stolen items for profit.


Re: Money & Economy - Wydamn - 03-03-2013

this might be going on a tangent, but it would be interesting if it costs money to be cloned. Genetics can have its own budget, and if there is no money in it then the geneticist can also swipe the clonee's card to pay for the cloning.

This would make both money and your life more valuable. You could rationalize it by saying the software for cloning requires a new software license purchase for every clone, and using an EMAG on the computer makes cloning free by downloading inferior and dangerous cloning warez.

Would this be a dumb idea?


Also, I like almost every other idea in the thread, but I don't think setting your own pin would be necessary or useful. Especially if it's never used anywhere except at the ATMs.


Re: Money & Economy - Anticheese - 03-03-2013

It means not having to check the notes every time you want to futz with an ATM.


Re: Money & Economy - FrontlineAcrobat4 - 03-03-2013

What should happen is allow players to order their own unique crates from QM. Players order certain items from a magazine, front the money, then QM gives them the crate. So players can spend their money on a set of space suits, maybe a group can poll their money so they can go on an expedition, Of course QMs would have to give them the crate unless they are antagonists, so people can trust that this works.

Also adding a small casino would be cool, slot machines, boxing ring, and a Casino manager who transfers money into a big computer for large scale events, like boxing matches, go kart races, fighting critters, and lots of others too.


Re: Money & Economy - atomic1fire - 03-03-2013

I actually like the idea of adding a cost to genetics.

It means that players will likely either spend money out of pocket to revive people, or ignore you because they want a trinket instead.

On the other hand people could use it as an excuse to create an indentured servant system where revived people have to work to pay off their revival.


Re: Money & Economy - Anticheese - 03-03-2013

Just add a marketplace-style card swipe so that geneticists can rob the soon-to-be-revived from the comfort of their own office.


Re: Money & Economy - mozi - 03-03-2013

The Genetics idea is fantastic. Kinda reminds me of Paranoia. Show up while you're still alive and pay a decent amount to the geneticist, you're guaranteed a healthy clone made of the highest quality synthflesh, free of genetic defects. If someone drags your corpse in and you haven't bought a policy, well, the geneticist has no responsibility for what horrible mess oozes out of the cloning tank in the end.

Also discount clone licenses could cause clones to be created with built in spyware/malware/whatever, causing them to spout out advertising jingles or scream about online pharmacy websites or horrible shit like that

no idea if anyone really wants to mess with genetics code to do something like that but removing PINs so a cardswipe lets geneticists properly loot their patients would be a great start. There's already one at the medbay reception desk now to encourage enterprising doctors to ration healthcare appropriately...