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    # Arconomy Version Two This is mostly me organizing a long list of thoughts that I'm not sure if I can properly describe and get across, but lets just work with what we got and go from there. ## There should probably be a relationship to time and profit So, part one of a series called "Arcane was completely wrong about game design", I made a rather large misstep in regards to designing arconomy, and nobody told me this until far, FAR after I had gone way too in on my own ideas: "There needs to be a relationship between time and money". Because Space Station 13 is a game that is built around rounds, either long, LONG rounds on MRP or 30 min - 1 hour long rounds in LRP, your whole orientation of the game is built around time. The longer you spend in a single round, the more you can do and mold the station and the game in a specific direction, whether it's from an admin event, doing your job, or going off on a wierd character based tangent. The issue here lies in a question I tried to answer in my previous design doc: > "Command players start with lots of money, and make mountains of money, and as a result, have so much money by the end of the shift that they're practically immune to the effects of the economy. > Assistant players start out with practically no money, find that the station is covered in costs that they'll never be able to practically afford, and decide that the economy is stupid and not worth utilizing altogether." Two fundimentally different outlooks on the same problem, caused by the pay discrepency as it existed originally. Since we have so many different jobs all at different paygrades, the option that made the most sense at the time was to completely remove paychecks alltogether because they would multiplicitively exacerbate the previous issue. While it would flood the in-game economy over time at high levels, it did add a sense of timescale to the existing in-game relationships. You **KNEW** that after x many minutes you would get that fancy hat, or that you would need to find cash in other ways to get it. Having that time-scale is helpful as we've moved to our 90 minute round average/goal. It also, similarly, means that we know exactly how many credits each job SHOULD have had access to before a major disaster calls for a shuttle call. But, in hindsight, that is a value that should be consistant for all players. If a single, unaided player looks at a 200 credit bill, that should have the same impact player to player, and not limit their access to jobs. ## Bounties just ain't that fun, but they stand to see improvement from where they are now So, guilty as charged, bounty running doesn't quite have the same charm as it used to have. For our friends just joining us, cargo used to have a single, per round laundry list of items that would payout to the cargo budget each shift. Each list would start with 10 items, one of which would randomly be assigned higher priority with a higher payout, and it would be cargo's job to ~~Break into each department and steal that thing~~ cooperate with jobs around the station to aquire funds for station crisis or when you just want to dick around and make stacks of cash. This had a distinct charm to it, but one element of it that majorly reduced the replayability of bounties was that they were severely limited in scope. Once you did your ONE drink bounty or your ONE chemical bounty, you no longer needed to interact with that department. My original goal was this: Make an unlimited bounty system, where crewmates were able to get a cut of their work as profit. To a degree, it's fairly successful! Crew do have a way to actively work with cargo to get paid for their labor, and they help cargo as a result by giving them free valuables. The issue lies in the fact that this has kinda flipped the relationship on it's head: Bounties stopped being cargo's job to outsource to the crew, and instead the crew's job that becomes dependent on cargo. In general, many bounties simply weren't meant to be repeatable content in the first place. And certainly not meant to be used for every job. Offloading it as a kind of fetchquest minigame so that all jobs can offset the loss of passive income? It's not the best choice. For jobs like botanists or scientists it's tolerable at best, frustrating at worst. Just look at the state of things like experisci-slime experiments or scanning furniture. It gets far worse when it's from the perspective of jobs that have *explicitly* limited supplies like security. No, a security player is not going to be allowed to haul away all the good metal handcuffs from the brig for a bounty, and no, you cannot take all the riot shotguns from the brig. Now, a few of these things were fixed over time, with mixed successes. Bounties started to be cleaned up in order to prevent limited quantity items from being an option for repeat bounties. Jobs that lack exports started to get some content for still allowing them to have repeatable exports (Like the Scanners for Security Officers to go on patrols). The BIG EXCEPTION to this is Restaurant Bots, but we'll hit that in a second. ## Getting everything on the same price scale has been a major improvement. Unironically one of the best changes made has been the idea that even if we lack that good time-credit scale from before, we didn't really have a "standard" to work off of when something new is added to the game and the dev needs to determine how much to make that thing cost. That's why the current costs of objects and values on-station are scaled off of a single define, the value of a crate sold on the cargo shuttle. > Yes, I'd like an APPLE. It's worth 3124151 CREDITS. NO, I don't know why the apple juice in the vendor is worth 415 CREDITS, nor do I CARE, GOOD MAN. From the back end, everything is scaled off the same define now. Paygrades are defined off of a different scale still, but that's fine. You know, from the cargo end of things, that a cargo player needs to ship off X number of empty metal crates to purchase a laser crate, or a pizza crate. Definate relationships help in solidifying the singular value of a product. If we decide that we want to rescale the in-game economy and provide space credits with more granularity, at least we know we can do it with a single line of code, and not looking at every single instance of something that charges the player money. ### Arconomy Tangent: We gotta nuke gas selling. This has been a long time coming and I know people are going to be upset at me, but look man. I have no idea how selling moles of gas works these days. It seems like with minimal resources, true atmos wizards are able to make singular cans of gasses with infinite moles of some kind of gas, and if it's exotic enough, they can make upwards of a million credits a can. I've seen multiple occasions where selling gas cans to cargo has allowed for players to buy a bike. For our Gen-Z zoomers reading this, players were never meant to BUY the bike. The bike is just a reskinned scooter meant as a cute little pokemon joke. If a player can actually buy a bike in a round, that's a sign that someone, somewhere, fucked up. We fucked up the whole system with atmos gas selling. We've now gone through metas of extracting miasma from lavaland for credits, we've gone through a meta where cargo starts building their own hydrogen burn chambers for simply produced gasses, we've seen time and time again that processed gasses in the funny space simulator just tends to be abused to death and back. I've had talks with TheFinalPotato on this in the past, and it just feels like a system that would need to be rewritten from the ground up, or looked at in terms of the whole cargo department. If I don't get to it first, the next cargo design doc someone writes **SHOULD**. ## Giving jobs content that integrates into the economy can be really fun. Tourism bots and the baked in ingredient shopping is fun! It's enabled for a fluff job that doesn't have too terribly much by way of serious responsibilites to integrate active income minigames into the gameplay of chefs and bartenders. It's fully optional, it's quick, and it's not even a full shift investment. These secondary tasks, which utilize jobs core gameplay loops in a new way, while rewarding them within the in-game economy are a decent way to keep players engaged with their jobs, and allow for them to use credits as a player resource as well as a primary job resource. **I AM NOT SAYING** that all jobs need to find tasks to arbitrarily reward players with credits for. The reason it works so well for jobs like the chef or bartender is because their job is already to make food and drinks, but they have so many options that they're not encouraged to make too wide of a variety of food, especially when botanists won't always make everything you need. The food market gives them an outlet to buy outlier ingredients and the tourists pay handsomely enough that you can offset your costs most or the time. I'll break this down as well into the three different methods of money-making in game as well, to guide someone on how to make good, secondary income content. | Primary | Secondary | Tertiary | | -------- | -------- | -------- | | This is something like passive paycheck income. You get this just purely for playing the game, and staying alive. | This is an active trade off between your job's specific content, where you are trading your time for something it is directly your responsibility to do. Eg. Tourist Bots. | An active task you are performing for income, but lacks the specialization of a job. EG. Bounties. | Jobs that excell at more service based tasks and less production based tasks should aim to aquire more seconary style economy integration, like medical, science, or security. ## The options for moving money around the station are actually pretty decent, but could be streamlined Bounty boards are pretty decent at being a way to pay crew members for single service jobs. However, bounty boards are pretty much dead content, in a sense. There's not much incentive to hunt down your department's bounty board. Similarly, most crew would just prefer to hand credits out by hand to prevent most kinds of abuse of their own credit supply. Long term and certainly a major personal outcome I'd like to see: Bounty boards and Newscasters should be merged together. Newscasters have some truely awful spaghetti and their being held together by shoe-strings and duct tape (This is slang for HTML). Bounty boards are... well they're functional, but they have the benefit of being built in TGUI. Merging the two's functions should cut down on wall-space, as well as improve the quality of a vast deal of code, and make money transfer on station slightly easier. Honestly, pretty happy with vend-a-trays. They're pretty decent store-machines on station and do their job pretty well when they get used. All in all I'm happy with how they work. Custom Vendors are clunky to a fairly major degree and I don't think most players get how to make them work on account of need a price tagger (not a sales tagger, that's the cargo item) to mark an object for it's sale value, then load it into a custom vendor sales unit, then load it into a custom vending machine, and that's only IF custom vending machines decide to work this year. Streamlining the tools, or perhaps just vending machines would certainly improve this as a service. ## Just ain't enough cool stuff to buy with credits. An ever-present problem, that we're just kinda stuck with. There's a decent number of issues involved with making content that can safely be gated with just credits. * If it's usable as a weapon, is it too dangerous to hand out to the crew at large? * Does security get potential oversight? * If it's illegal, does it go through cargo? * Does it HAVE to go through cargo? * If it's beneficial, is it going to invalidate the existance of a job? (Think old medkits!) * Is there anything that players WANT that's not a weapon, benefical to the station but not too strong, or quite literally traitor equipment? It's a tough question. Some items make complete sense to implement on a per job basis as either uncommon or premium equipment, while other items could potentially be moved to station-wide unique purchasables. # Takeaways: Look, these are just some possible solutions that I'm considering. I think that working alongside a maintainer who could actually give a damn on getting this system orderly and possibly alligned with our current design philosophy (Who also understands that a not-insignificant amount of current economy was abitrarly written by goofball an actual decade ago) could help iron this out into a clear and consise set of goals and milestones to make the in-game economy workable. Not balanced, but workable. * **Design a simple simulation for per round intake and outtake, to determine benchmark values for a 90 minute round.** ![](https://i.imgur.com/Yq5qA0O.png) It would need to look something like this, as a kind of fucked up, Multi-Input Multi-Output Control Problem. Possibly could be done in simulink, but I'm not quite sure how to do that at this moment, so a less complex version might be fine. * **Look back at implementing crewmember incomes, but at a flat, more consistant rate over all jobs** My leading idea: 50 credit, uniform paygrade. No wild, unscaled pay rates based on what job is "important" or not. That line of thinking means that certain jobs should have more expensive equipment over other jobs, but then we're right back to the captain thinking that a cup of coffee is practically free where an assistant thinks that a screwdriver from the vendor is going to put them out of house and home. Improves time-relationship values with credits. This could lead way to heads of staff having some degree of control to giving raises or paycuts to crew-members, but perhaps at a very, VERY gradual rate. * **Perform another big-picture look at bounty cubes.** Potentially try to put bounties back in the hands of cargo, while still providing payouts to crewmates who assist in completing jobs. This may require some minor refactoring of the pricetag component, perhaps to even allow for multiple crewmembers to recieve profit from a payout. This means once again, look at making bounties workable for all jobs on the station, not making the objects requested literal lathe-fodder, and finding ways to benefit the station in some way with the task of bounty cubes, even if it's just for credits. Deceptively hard task. * **Add secondary tasks that integrate the economy into non-bounty-able jobs/departments** Like it says on the tin, look into ways to add content that improves economy integration into existing jobs, without necessarily changing what those jobs DO. The bounties for those jobs can still exist as a tertiary thing, but should be made clear that they're... tertiary. Chefs still make food and bartenders still serve drinks, but they have a way to hand them out for fun and profit. Some thoughts and ways to handle this potentially: *Science:* Perform intricate testing on anomalous materials using science equipment. Should NOT REWARD RESEARCH POINTS. Mr. OJ Headcoder will CHEMICALLY CASTRATE me, or you, if you do. *Medical:* Complete tricky or non-standard surgeries on dummies for medical data. Think like that meme from the TV show, House. "He needs Mouse bites to live. MORE MOUSE BITES." *Engineering:* Repair wacky machines that use both station-standard parts as well as solving quick puzzles. * **Look into more effective money sinks that are dynamic sensitive** Think, for example, about the station ransom event that spawns space pirates. What if instead of the captain just dumping credits from the cargo budget into the aether to prevent pirate spawns (They're bugged anyway to my knowledge to spawn anyway), crewmates had to cough up that dough before a time-limit, or risk a pirate spawn. For those of you who were scratching their heads at (Operational Costs!?) in the above controls diagram, this is the sort of thing I mean. Little, smaller things that might need to be purchased, invested in, or otherwise drain credits from the station over the course of the round. # Arconomy 2.0: Smarter, Better, Flashier. ## Roundstart Players begin each shift with a set amount of money, with the value being mostly uniform over the course of a shift assuming no interaction with economy. Jobs are split up into only 3 paygrades, Minimal, Crew, and Command. Minimal is reserved for jobs that are meant to fill population counts but lack a specialization, like prisoner and assistant. When starting the shift, a player will start with 5 paychecks worth of savings. This system is not designed for persistance, so you will always be able to tell how much money a player starts out with. Every 5 minutes, aka every economy tick, the player will recieve one paycheck, which is capped out at the standard crew member paycheck. This means that even if you start the shift as the captain, and begin the shift with 500 credits, you will recieve the same 50 credits as regular crew members. | Minimal Paycheck | Crew Paycheck | Command Paycheck | Frequency | | -------- | -------- | -------- |--------| | 125 Cr | 250 Cr | 500 Cr | Roundstart | | 25 Cr | 50 Cr | 50 Cr | Passive Income | ## Product Prices Products found in vending machines are defined by the amount of a player's paycheck they're meant to cost. Regular items use the PAYCHECK_CREW value, while more expensive or otherwise prohibitive items are defined by PAYCHECK_COMMAND. Items are defined in this uniform, horizontal fashion in order to maintain the equal value of credits over all jobs. A 100 credit medkit in medical should have the same value to a doctor as it does to a botanist. Jobs apply a discount to vending within their own department, so an engineering would have a discount on tools, and a doctor would have a discount on sutures. Items that are important to gameplay progression in a role are less expensive to their intended users. > **AUTHORS NOTE:** I am considering removing in-department discounts. In the benefit of making the value of purchasables more universal, deciding that credits shouldn't be spent within their own department just seems... rather fucking stupid. > Possibly move the discount to only the first few minutes of the shift, or perhaps as some kind of gameplay benefit to slowly increase in-department discount through gameplay milestones? Who knows :ghost: > Some jobs have premium, high value items stocked in their vending machines that are not meant to be purchased at roundstart. These are meant to encourage players to save or combine resources to gain access. An example of this is insulated gloves. Other high value items can also be found in contraband through hacking vending machines. This remains unchanged. ## Markets The cargo department has been changed in order to improve player involvement with the economy, as well as to give cargo more variety in their merchandise while preventing a singular stale meta of products to purchase from. Yes, I'm looking at you, russian surplus crate. Lets start with what's remaining the same: * Cargo is a department that manages imports and exports of products, fulfilling departmental orders, and aquiring supplies dependent on the station's state. * Cargo encompasses the station's mail, mining, and flow of orders, as well as drone exploration. * A skilled cargo member is able to find high value items to sell back to centcom in exchange for more funds, to purchase those supplies. * Centcom may request bounties which crew can fulfill in exchange for credits, if they wish for additional work. **Now for the new design flow:** Cargo starts out with a new mechanic called a market. Markets hold existing export datums as well as purchasable products. The values of items will fluxuate up and down based on the market status, with in-game events or player actions raising or lowering the values of specific markets. At roundstart, cargo has a single market to sell to, which is Nanotransen. This will not incapsulate all the existing export datums in the game, just the *primary* exports that are used by players. Items that are exclusive to nanotrasen and required to play certain game modes, like mindshield implants or being able to sell crates, are included and will always be available to purchase. Additional markets can be unlocked through gameplay sources, such as: | Market Name | Source | Imports/Exports | | -------- | -------- |- | | The Syndicate | Emagging/Hacking the Console | Illegal Goods/Contraband | | The Clown Planet Commerse | Discovering the clown planet ruin | Pies, Horns, Pranking Equipment | |Terragov Sector Security Surplus | Killing any megafauna. | Weapons, Ammunition, Advanced Riot Gear. | | Mekki Materials Co. | Recovered loot from Exodrones | Materials and industrial equipment. | |Donk Co.| As a tip from tourist robots. | Foods and Drinks, Toys and Games.| |Waffle Co.| As above. | Bootleg products and wacky merchandise. | |The Research Consortium| Reward for completing any experiment tree. | Slime Cores, RnD Artifacts, Robotics Equipment | ...And more, if I can think of more. The purpose being, of course, to split up cargo's purchasable goods to be more instanced and unique, while also create unique situations where due to profitable markets, very specific exports are needed to help the department make money. End of document for now :@ArcaneMusic

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