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Money/Economy/QM Thread
#15
I'm sure a lot of QM players will hate me for this, but I think we should unify the selling and buying prices into one datum. Currently the market prices for selling materials are all dynamic, but the buying prices are hardcoded into the QM console. This means people can and often do just keep generating tons of money by selling certain crates back ten seconds after they thought them.

This always felt like a dumb exploit to me. It's not a reasonable feature by any means. Ore should not be worth more than metal, and the sell prices shouldn't be higher than the buying prices.

Having the purchase prices be dynamic might make things more interesting too, that'd mean there'd be a couple of things effectively being on sale every shift. Sure, you might not ever buy an experimental generator at 10,000 credits, but if it happens to come up on sale for 5,000 during a market cycle, that might be worth it.

It shouldn't be too hard to set up, just need to to through the QM code and make all the purchase prices reference the market, with a multiplier of like 25% markup.

Wages could use some upping too.

RE: generating money:

1) I'm going to look into tying vending machines into the QM budget. afaik right now, credits spent on a vending machine just vanish. They oughta go into the shipping budget instead. I have a bunch of things planned to make more worthwhile stuff available in vending machines, and it'll help to cut down on station clutter a bit. There are a lot of things that just sit around in big heaps on tables or racks Just In Case, and some of these could be vended instead. One of the other big things I'll get around to eventually is converting a lot of the wiki job guides into in-game books, they'll spawn for free in job locations but you'll be able to buy them for way too much money in vending machines too.

2) I think we should bring back a variant of the old research tier rewards. Tiered research was dumb as hell, but maybe we could make something like research reports to sell to centcom for a reward. I'm thinking something like an automatic experiment log for artifact research and the soon-to-come gas sensor logging for toxins. Run an experiment, print the results, no matter what happened, send that to centcom for like 5-10 grand a piece added to the station budget. It'd need some sort of spam limiter or a check to make sure you actually did SOMETHING, but it could be a nice way to make research benefit other folks again.
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