05-20-2017, 12:58 PM
When used I play QM it was:
- Get budget emptied by Cap or QMs. Usually powergaming gear or funny clothing.
- Turn QM into a growop.
*- Mine.
- Return with minerals.
- Sell weed and minerals.
- Get budget emptied again.
- Repeat from *.
It's always better for producers to sell their own stuff, as QM will just embezzle their gains. It's quicker and more profitable for QM to produce their own exports. There's no 'progress' to QM; no goals, no glory. Almost all it does could be replaced by allowing people to place orders through their bank account to a general area. That doesn't bode well for the job, as is.
As is, it's only value lies in RP. The job needs something to achieve. I've always been partial to the station upgrade idea, but I have no idea how that would work. Depending on how it would be implemented, people might actually care when the HoP empties the budget.
- Get budget emptied by Cap or QMs. Usually powergaming gear or funny clothing.
- Turn QM into a growop.
*- Mine.
- Return with minerals.
- Sell weed and minerals.
- Get budget emptied again.
- Repeat from *.
It's always better for producers to sell their own stuff, as QM will just embezzle their gains. It's quicker and more profitable for QM to produce their own exports. There's no 'progress' to QM; no goals, no glory. Almost all it does could be replaced by allowing people to place orders through their bank account to a general area. That doesn't bode well for the job, as is.
As is, it's only value lies in RP. The job needs something to achieve. I've always been partial to the station upgrade idea, but I have no idea how that would work. Depending on how it would be implemented, people might actually care when the HoP empties the budget.