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Post by Lighty on Oct 5, 2017 22:48:20 GMT
If a character needs something, they can either hope to scavenge it, or to buy it from a merchant. If they have the caps to do so, or if the merchant even has what they're looking for, is up for IC factors.
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Post by Merpkiller on Oct 5, 2017 22:49:35 GMT
Alright, hopefully this system won't backfire.
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Post by Lighty on Oct 5, 2017 22:50:23 GMT
If someone needs a calculated system to keep themselves in check, they should not be here.
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Post by Merpkiller on Oct 5, 2017 22:57:47 GMT
That's a nice way of looking at it.
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Post by Grogrock on Oct 5, 2017 23:21:18 GMT
I think it would just help in general to have the money present. Isn't it part of NS to have currency?
My reasoning is that even though obviously we do expect high standards from players, and we don't make them carry things like ammo box scripts around (even though we used to), it is much more difficult to keep track of how much cash somebody has on hand than they do bullets. Server economies are rather important to making sure that the server flows properly, regardless of what kind of roleplay server you're running. Sure, there are some where it isn't important due to the style such as a Clone Wars or Military Roleplay, but the fact that we are a Fallout RP with raiders, caravans, and merchants implies that there will be a value for money and there will be exchange going on. Obviously players should be trusted to provide accurate depictions of their cash, or to at least have a rough idea of it, but that doesn't mean that they should be forced to account for it.
After all, how many of us know how much cash is in our bank accounts without looking? Certainly we can look it up. Certainly, we have a rough idea based on our purchases, but people will forget regardless of how good or bad their roleplay is what some roleplay character's cash is. We have to understand here that in the world of Fallout caps are not inflated either. I would imagine that a player's knowledge of how many caps they have would be off by at least a hundred or perhaps fifty, since they may not be recalling all of their purchases or payments. While this might not seem like much, that amount makes a significant difference in the universe. Fifty caps can purchase things like a sidearm, ammunition, food, or medical supplies. We've already raised the question of people intentionally buying things with money they don't have, but what about unintentionally? Sure, we can blame somebody for their incompetence but let's be realistic here. I'd be willing to bet that unless any of us, including myself, kept a ledger of their purchasing activity on the server we would have errors in our accounting because we would forget certain cash flows (and that can still happen even with a ledger!).
Point is, while I agree we don't need scripts to regulate the armor, firearms, or ammunition a player has, they do help, and at least having a basic cash script like we had on the last server would prevent us from running into a lot of problems down the line. If it is a coding issue though, where we don't have the time, I can talk to some of the people I know who are good at RP and see if they'd be willing to help. As you guys have seen I've already had a fair number of people come through and apply.
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Post by Lighty on Oct 5, 2017 23:26:48 GMT
Money is still in the server's NS, changing it to read "Caps" instead of "Dollars" is just a text file edit. You'll still be able to drop and pick up money. Admins can /setmoney for themselves as event characters in order to distribute money. The goal is for a player to have enough sense to determine if their character is able to make a purchase, where they factor in their character's origins, and their recent events. I don't expect a dirt poor wastelander to go buy a minigun. However, if a mercenary has been doing a number of jobs lately, and has saved up, they'll probably be able to buy that rifle they've been eyeballing.
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Post by Grogrock on Oct 5, 2017 23:47:17 GMT
Money is still in the server's NS, changing it to read "Caps" instead of "Dollars" is just a text file edit. You'll still be able to drop and pick up money. Admins can /setmoney for themselves as event characters in order to distribute money. The goal is for a player to have enough sense to determine if their character is able to make a purchase, where they factor in their character's origins, and their recent events. I don't expect a dirt poor wastelander to go buy a minigun. However, if a mercenary has been doing a number of jobs lately, and has saved up, they'll probably be able to buy that rifle they've been eyeballing. I got confused by what you said earlier about scripted money "not being a thing". That's good then. Regarding other things though, is there a potential to have scripts come in a trickle in the future? I know a guy who made a pretty good scrap weapon add-on that jtod might be interested in for the Metal Heads (it's a LOT of scrap weapons and pipe guns, although unfortunately I think it's on TFA's base) but the file isn't on the Steam workshop. Like I said, I'm not saying that we need them but it may help in the long run for setting up things like events or making it so that we can have confirmation that players are properly accounting for things. For example, I know of one person in particular who wants to create a character that crafts their own IEDs, but I want to make sure that when they say they have things like scrap metal, scrap electronics, pistol powder, and an egg timer or something, I have a way of guaranteeing that myself without having to find the staff member who gave it to them for verification. Of course by trickle I also mean have them come in based on priority. For example I would say that the first priority items would be medical consumables like stimpaks, radaway, and MedX (not pleasure chems though, those are more low-priority) followed by food consumables with alternate uses like purified water and basic kinds of alcohol (beer, wine, whiskey, and vodka at first). I would say that the lowest priority would be things like Gecko Hide or weapons players are unlikely to carry around like Miniguns, Gatling Lasers, etc. Getting like 5 items in a week would be more than enough to be honest (again, not saying we need them, but that they help).
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Post by jtod on Oct 6, 2017 1:18:11 GMT
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Post by Merpkiller on Oct 6, 2017 1:35:43 GMT
Honestly, I'm good with not having scripts, but as for money, I feel we should really keep with the money system we had last time, it worked well, and hell, it allows people to have something to talk about you know? I'd hate to have to hop into people's profiles if they are possibly lying about their backgrounds, you know?
also it makes it feel special.
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Post by Lighty on Oct 6, 2017 2:52:10 GMT
What does it have. These addons are over half a gig, and offer no pictures as to what they are.
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Post by jtod on Oct 6, 2017 2:56:41 GMT
What does it have. These addons are over half a gig, and offer no pictures as to what they are. Literally just clothes straight from fallout. Everything. Trader outfits, merc outfits, metal armor. Everything. It'd be better than using TNB models, I think.
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Post by Merpkiller on Oct 6, 2017 3:03:03 GMT
Are you serious? stuff you can just plaster on yourself seamlessly? YES YES YES!
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Post by Lighty on Oct 6, 2017 3:03:19 GMT
Added
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Post by Merpkiller on Oct 7, 2017 3:10:32 GMT
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Post by Merpkiller on Oct 7, 2017 6:03:12 GMT
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