Yogstation
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THE GREAT ECONOMY REWORK | WE ARE ALL BROKE EDITION
Document the changes in your pull request
Cargo budget & bank machine removed from all maps
Security budget stays, but you cannot take from it directly, it should be used directly with the supply console
Paychecks have been consolidated and mostly reduced
Vendor items have been reduced in price to accomodate for paycheck changes
Vendor items that were ridiculously expensive are no longer so
Assistants are paid 7 credits, up from 5, per paycheck
EASY jobs, now 10 credits per paycheck, from 20
Bartender, Chaplain, Cook, Curator, Janitor, Lawyer, Clerk, Psychiatrist, TouristMEDIUM jobs, now 12 credits per paycheck, from 30
Botanist, Cargotech, Gene, Robo, Scientist, Miner, Engineer, ParamedicHARD jobs, now 15 credits per paycheck, from 40
Atmostech, Chemist, Det, Doctor, QM, Officer, Viro, Warden, Brigphys, MiningMed, NetAdminCommand staff are paid 20 credits, down from 100, per paycheck
Rationale
Why budgets?
Budgets made economy pointless entirely. Why would you wait for a paycheck when a single crate is worth 500 credits?
Why paycheck reductions?
Certain jobs acted similarly. An assistant would make 5 credits where a command staff would make 100. The numbers were so spread apart that you would feel almost useless in comparison to a head as their balance exponentially outpaced yours. This works out well in real life, but on a station limited to 50 people, not so much. It usually ended up where you could just ignore your balance and ask a head to dish out their huge money pit so that you could buy anything you wanted. Certain items were balanced around this inflation, and ended up being absolutely ridiculous in price that didn't at all justify its contents (Adv. medkit for example)
Changelog
:cl:
rscdel: Removed cargo budget from QM office
rscdel: Removed withdrawing from budgets
rscdel: Removed bank machine from all maps
tweak: Everyone's paychecks have been significantly consolidated
tweak: All vendor item prices have been made not ridiculous and generally have been reduced
tweak: Vendors no longer give you items for free if you are of their department, instead items are half-off
tweak: Certain jobs are now paid more and others less
/:cl:
?????
doesn’t compile
this is a PR seeking an issue
That’s the fucking laziest « rework » I’ve seen, you just changed numbers and pretend you solved something. Money got problem in how it work, not in how much there is.
This works out well in real life
lmao no the fuck it doesn't
but that's unrelated to the PR
I think NOW it's alright since it means money is less inflated, but so are prices
Assistants dont need a raise, they're supposed to get a damn job. In addition, command should get paid more (50 credits or something) so they can afford to give bonuses to good employees and use money incentives to get assistants to do a job they may need done.
Assistants dont need a raise, they're supposed to get a damn job.
This is funny, but for gameplay purposes, sucks.
In addition, command should get paid more (50 credits or something) so they can afford to give bonuses to good employees and use money incentives to get assistants to do a job they may need done.
I have been very careful with how much money is spread between each tier. Even a small amount of credits amounts to a huge difference over the course of the shift. 50 more credits would amount to 900 more credits over the entire shift. What the hell are you going to spend 900 credits on? That's more money than anyone would need anything for.
Assistants dont need a raise, they're supposed to get a damn job.
This is funny, but for gameplay purposes, sucks.
In addition, command should get paid more (50 credits or something) so they can afford to give bonuses to good employees and use money incentives to get assistants to do a job they may need done.
I have been very careful with how much money is spread between each tier. Even a small amount of credits amounts to a huge difference over the course of the shift. 50 more credits would amount to 900 more credits over the entire shift. What the hell are you going to spend 900 credits on? That's more money than anyone would need anything for.
i literally just said that you'd spend it on giving other people a raise or as a money incentive and i also meant that their paycheck be increased to 50, not by 50.
also dont see how for gameplay purposes that it sucks assistants get paid like shit, they're supposed to try to make ends meet in other ways like doing cargo bounties in exchange for some of the cut (though this won't be possible any longer...), scouring maint for loot to sell and to find money there, doing one off jobs for others, etc. Or you know, just getting a real job.
i also meant that their paycheck be increased to 50, not by 50.
numbers numbers, maybe a maint will help us out
scouring maint for loot to sell and to find money there, doing one off jobs for others, etc.
this shouldn't be an assistant exclusive thing, economy should be present for everyone
Or you know, just getting a real job.
~~pretty sure job changes at HoP doesn't adjust your paycheck~~ it does
pretty sure job changes at HoP doesn't adjust your paycheck
when you code it
A better approach to letting crew have more money is to merge something like bounty cubes or similar. Devaluing everything doesn't really solve anything. Balancing might be in order but you should probably do that in a different PR and list all your changes.