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Earning, saving and spending money. Also giving research a purpose


vtipoman

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hey I don't know how to start this so here we go


Give each character a procedural bank account that saves between rounds

Make players earn money for their character by using that character during a round

Allow players to spend the money on shift-start items or other goodies

Change the ammount obtained based on the % of time actually spent playing the shift on that character AND the station's Total earnings

"Total earnings" is the sum of work the research division carried out during a round. (Inventing items, reaching new research levels, breeding new slimes, creating new plants, discovering artifacts, etc)

Give the department heads the ability to administer bonuses to individual crewmembers

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"THE ECONOMY" is currently in the conceptual development phase. Meaning, a developer is writing up a design document to present for review. Once that document is approved, it'll be put into active development.


Due to the size of the project, however, it'll take a bit of time to reach implementation.

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