Waspstation

@waspstation

Waspstation Coders

Public team

Joined on Dec 8, 2020

  • Appendix 1 - Economic Formulae Ore fees: M - Material cost A - Amount of material used T - Total cost S - Stored material in Ore Silo t = (a * m)(a / s + 1) https://www.desmos.com/calculator/p2phnlu6lo
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  • {%hackmd theme-dark %} The why Have you ever wondered why money in many SS13 servers feels rather useless after a certain point in a round? I have, too. I aim to remedy this with multiple changes, some drawing from real-world economic theories (which I will not be listing because that would open up to real-world oriented debate, which is not my aim.) Important: I do not claim to be a professional economist, or even anything more than a hobbyist, so please take any mistakes I can and will plentifully make lightly. The what Get that money moving Money that's not moving does no good. I want to make sure that credits don't end up pooling up unused on departmental budgets and personal bank accounts. Sitting around with 1,405,024 credits on your card because there's just nothing to spend it on is boring, not helpful, and most importantly, it's not fun. I've experienced it myself, throwing around money at any place but cargo is more of an RP thing than anything, since the person you're giving the money to likely has more than enough already. Introducing scarcity will make money a commodity, leading to people actually caring about the money they make and use, and being more hesitant to give money or things that required money to make away for free. Except for metabuddies. They're always going to do it, and we're going to have to live with that. All in all, having a circular flow... or, rather, any flow at all in the economy would make it a much more fun and engaging system. A (somewhat) closed system
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  • {%hackmd theme-dark %} During your time employed on the station, you may come across many species much different from your own. Not to worry, most if not all of them are harmless wage slaves, just like you are! The following is a short introduction to a few of the most common: Humans Omnivorous, hairless apes hailing from nearly everywhere air and water exist. The most prominent natives of the Sol system, they make up a majority of the population in most areas the Sol Central Government holds influence. Humans have evolved to be adaptable in almost every regard, and can eat most foods barring those that are considered blatantly toxic to nearly any carbon-based life form, but they have developed a soft spot for sweets and junk foods. :face_palm: :person_doing_cartwheel:
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  • {%hackmd theme-dark %} Reputation and Funding Reputation is a sliding scale from -100 to 100. At >0, the faction will begin to provide some income to the civil budget as funding. This is similar to the previous system, where the budget cards were occasionally added to by an unknown force for doing the departmental job, such as service keeping people happy. At <-50, the faction will send a threat, and if reputation isn't increased to at least -25, they will attack all hostile factions. (Attacks include NT ERT, Syndie nukies and lone ops, SolGov squads, etc.) After a round concludes, some of the reputation (probably 25+/- the default value for a faction) is carried over into the next round, just to give a sense of consistency. (Possibly syndiestation if you get 100 reputation with syndies somehow?) Local Influence Each faction, in addition to a sliding reputation scale, has a local influence scale from 0 to 100%. All factions added together should equal 100% (maybe? might just make it 1 to 100 allowing multiples so it's easier to implement :p.) This score influences how strong the faction's responses are to low reputation, as well as selling prices and stock availibility. It can also have special effects per faction, such as NT's influences affecting how long it takes the emergency shuttle to arrive/refuel. This is also partially carried between rounds. Faction Details
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  • {%hackmd theme-dark %} This is a list of most factions in the game, with a short blurb describing the faction and its motives, along with a link to relevant notes if they exist. Nanotrasen The Syndicate In one of his many fables, Aesop wrote about a father, his sons, and a bundle of sticks. The father gave each son a stick from the bundle and told them to break it, and so they did with ease. Then, the father gave the sons the entire bundle and told them to snap it in two. Try as they might however, none of the sons were able to do any damage to the sticks. Alone, we will snap in half like twigs, but together, we can stand strong against any that wish ill against us.
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  • How the black market works right now: craft a black market uplink select what you want to buy choose your transport method go to the designated drop zone and receive your item OPTIONAL: build the LSRBT, receive item at that Issues with the current system: No worthwhile purchases. There is rarely anything of any actual value on the black market, and what few valuable things there are aren't guaranteed to appear and easily out-performed by things you can tide for. (.38 derringer outperformed by improv shotguns, combat medic hardsuit can be substituted by a regular space suit) Additionally, everything on the black market is prohibitively expensive, making all except heads of staff unable to afford the good stuff.
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  • # SolGov, or the “Most Serene Solar and Intersolary Government”
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  • Lore Main Page Lore Primer Timeline Factions Factions The Syndicate Species
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  • # Kalixcis
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  • # The Sarathi, Also known as the Lizards
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  • {%hackmd theme-dark %} In one of his many fables, Aesop wrote about a father, his sons, and a bundle of sticks. The father gave each son a stick from the bundle and told them to break it, and so they did with ease. Then, the father gave the sons the entire bundle and told them to snap it in two. Try as they might however, none of the sons were able to do any damage to the sticks. Alone, we will snap in half like twigs, but together, we can stand strong against any that wish ill against us. The Syndicate is the largest coalition of corporations, polities, special interest groups, and other organized factions of various sizes and origins, united for one cause: Death to Nanotrasen. The simple motto of the Syndicate, providing a simple explanation of their goals. All members of the Syndicate wish to see Nanotrasen toppled from its pedestal above the galaxy, whether it be to free the people or eliminate the competition. In the past, the Inter-Corporate War put the hurt on NT, but ended in a Syndicate defeat after Rigel. Humbled, the Syndicate now licks its wounds, using subterfuge and guerilla tactics to weaken Nanotrasen until an ample opportunity to cut the head off the snake presents itself. Origins Factions of the Syndicate
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  • {%hackmd theme-dark %} The year is [CURRENT YEAR + 535]. You live in an age of rediscovery and exploration, renewed colonial interests and corporate warfare. The galactic world stage is dominated by Nanotrasen, SolGov, and the Syndicate. Who am I? You are a contracted colonist: someone who has given up their former life to risk their life for a decent paycheck. People like you come from all walks of life, and some are more successful than others, climbing the corporate ladder to better paying yet somehow safer jobs. Some may even control an entire station, being granted the mostly titular title of "Captain." Most are low-ranked grunts who do all the actual work on the various stations scattered across the galaxy's many frontiers. Assuming you're new here, you're very likely one of those grunts. Where am I? You are on an independently-owned orbital station, contracted out to the megacorporation Nanotrasen for the purpose of surveying, exploring, and developing a colony on one of the several planets in Nanotrasen's sphere of colonial influence in the Schwarzkopf Cluster, the most important of which is Kepler 453b, commonly known as "Whitesands."
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  • {%hackmd theme-dark %} 2000s Sol System deep-space observatories cartograph the first records of what would come to be known as the Schwarzkopf Cluster, the home of several unique binary and trinary star systems in tight clusters around the "waist" of a gaseous nebulae. Stellar Lumosity analysis would identify the habitable planet "Kepler 453b". Kepler 453b is cartographed as orbiting a binary pair of stars. 2300s Kepler 453b, now named "White Sands" by contemporary stellar exploration and cartography teams, is marked for further planetary survey by SolGov, due to the high concentrations of mica and "calcified materials" in the upper layers of the sand-tables. The origins of the calcium formations warranted further study, indicated that life should still exist on this world, and yet the major ecosystems expected on a planet in the habitable zone around its binary star are completely non-existent. 2400s Colonization efforts are undertaken, sponsored by a SolGov Colonial charter, to setup long term research facilities into the uniquely desolate, yet habitable, biosphere of White Sands. In initial planetary surveys, teams quietly reported back the presence several veins of plasma deep in the planetary crust. Nanotrasen subsidary corporations aid in establishing a presence on the planet.
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  • {%hackmd theme-dark %} Welcome to the Whitesands Lore HackMD Wikibook! This is a collaborative project that aims to create lore in a readable and uncluttered format. Please feel free to contribute, as everything is open to those with HackMD accounts. If you're here for a brief introduction to everything you will need to know, you may want to try the Lore Primer. It may seem long, but I guarantee you it will make your time on the station just that much better. If you can't see a sidebar showing the rest of the pages, please first go here.
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  • {%hackmd theme-dark %} Initial concept by TyrantCerberus#4691 on Discord. The gist "Sanity" and "Mood" will be refactored into two new values, namely Calm and Trauma. Trauma Trauma is a representation of all the bad things that have happened to you, such as being hurt, observing corpses, even simply eating bad food. It ranges from 0 to 300, starting at 0 (subject to change) and increasing every time a traumatic experience is... experienced. Every hundred points grants another level of trauma, starting with tier one traumas at 100, working up to who KNOWS what at 300. I believe that these traumas should not be removable through "conventional means" such as brain surgery, as they're emotionally-caused. Possibly causes hallucinations at higher levels of trauma?
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