Post by evilbrage on May 19, 2014 8:03:04 GMT
So we all know that only the bestest of RPers use the credits in-game. Supposedly that's the reason for the characters being there, so why not make it (semi) important in the game? This is a multi-suggestion because money won't matter to players until we can actually use it for something and we keep a variable set aside for deciding how much money a player has. Ready? Here we go!
1. Money carries over. When you make a lot of money selling off engineering parts, accepting bribes, etc. then that money carries over into future rounds. Lost your money to theft? That loss also carries over. I was originally worried about SSD individuals being robbed for their ID's, but using the security measures already in-game, others won't be able to access your account without your PIN code if you set your account security high enough.
2. Being arrested (or dead) at the end of a round cuts your money by a set amount. Legal fees and cloning expenses are nothing to laugh at! At the end of a round in which you are arrested or killed, your money drops by a set amount. If you don't have enough money to pay, you come aboard the next round with an orange jumpsuit and a shiny notice on your security record with the amount you owe.
3. Completing traitor objectives nets you a set amount. The Syndicate isn't going to pay you to survive and escape, but you'll receive a set amount of credits for completing the non-escape objective to their satisfaction.
4. At the end of the round, you receive credits based on your job. Self-explanatory. NanoTrasen pays you for a job well done, assuming you're alive to have done a good job. Perhaps disable NT payment for individuals whose accounts have been frozen via the Accounts Uplink.
5. New vending machines with expensive clothing options, tools, and fun little NT-friendly gadgets. Somewhere to spend all of that hard-earned cash of yours! Buy yourself a pair of shades, a fancy suit, or some over-the-counter pharmaceuticals like painkillers or spaceacillin.
1. Money carries over. When you make a lot of money selling off engineering parts, accepting bribes, etc. then that money carries over into future rounds. Lost your money to theft? That loss also carries over. I was originally worried about SSD individuals being robbed for their ID's, but using the security measures already in-game, others won't be able to access your account without your PIN code if you set your account security high enough.
2. Being arrested (or dead) at the end of a round cuts your money by a set amount. Legal fees and cloning expenses are nothing to laugh at! At the end of a round in which you are arrested or killed, your money drops by a set amount. If you don't have enough money to pay, you come aboard the next round with an orange jumpsuit and a shiny notice on your security record with the amount you owe.
3. Completing traitor objectives nets you a set amount. The Syndicate isn't going to pay you to survive and escape, but you'll receive a set amount of credits for completing the non-escape objective to their satisfaction.
4. At the end of the round, you receive credits based on your job. Self-explanatory. NanoTrasen pays you for a job well done, assuming you're alive to have done a good job. Perhaps disable NT payment for individuals whose accounts have been frozen via the Accounts Uplink.
5. New vending machines with expensive clothing options, tools, and fun little NT-friendly gadgets. Somewhere to spend all of that hard-earned cash of yours! Buy yourself a pair of shades, a fancy suit, or some over-the-counter pharmaceuticals like painkillers or spaceacillin.