http://singularitymods.livejournal.com/ ([identity profile] singularitymods.livejournal.com) wrote in [community profile] singularityooc2011-08-21 02:18 pm
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DISCUSSION TIEMS


Hello Singularity!

In an effort to get everything renovated and working smoothly, along with policies, we're also looking to renovate certain game mechanics. One thing we've noticed is there's been some confusion over how the Credit System works.

Credits are not a monetary system. By that we mean, once gained credits cannot be lost unless transferred to another resident (or if Hypatia feels really mean, taken away by her). How do they work? It's really pretty simple. Pretty much credits are less money and more of an 'access system'. There are no payments being made when credits are being used.

Residents who do not have the sufficient amount of credits for the services or items they want are barred from even accessing those buildings. For example, if your character only has 5 credits but wants to stay at a swanky hotel... Well, sorry. They won't even be allowed inside.

Proposed change: Changing credits from an access system to a multiplier for currency. For example, a character with 100 credits would be getting an allowance of say, 100k (Note, this isn't set in stone). This would allow purpose for the creation and running of businesses (and also auctions!) for reasons other than "bored and in need of a hobby. Currency would also allow characters with low or no credits the ability to obtain/buy high quality items just by earning money through other means (Don't want to work for the AI? Well you can still earn money being a bar tender/waitress for another resident).

Other suggestions are also welcome. We're also willing to answer other questions about the game setting (rather than policies) in this post and take other suggestions for possible changes.
intercept: (Default)

[personal profile] intercept 2011-08-22 08:29 am (UTC)(link)
one more vote for the current system, here. i think that the main issue is just clearing up what it actually is a bit better on the page, rather than trying to add more to it.

monetary systems are fun to mess with, at first. what ends up happening is, in my experience in other games, there's a nice rush of everyone keeping nice little notes of what was spent, how much was made, what things cost, how much their rent was, etc, for a while...

...but then everyone realizes that that's just boring and most of us to that on a day-to-day basis with our jobs and stuff irl LMFAO. so, i mean, it's a nice thing to play around with for a while..?? but in a game setting, the current credits system is just... easier. more streamlined and definitely unique, as far as i'm concerned. i haven't really seen another game with a system quite like this, and once i figured it out, i was pleasantly surprised! i really like this system a lot!

...but, like i said, a lot of games try to enforce the monetary system method... but at the end of the day, it's just sort of ... there, because most people, i find, just handwave most of it anyway and therefore, there's no real point? especially since mods can't keep up with every single player's monetary transactions, and can't guarantee 100% someone's not gonna fudge up or (intentionally or otherwise) cheat the system.

and with the current job systems, since credits are, to me, more of a level-up system than anything else, players can be like "oh, my character only needs a few more credits to unlock such-and-such!" and that motivates them to have their character take up a task/job (not to mention much smaller numbers to work with that are constant, unlike a monetary system where prices of items/housing would, i'd assume, fluctuate, much like a salary/wage would fluctuate depending on where one was employed).

whereas, with a currency system, it's like... the character is typically doing the same job, day in and day out. no variety, if that makes sense? from a CR standpoint, having a character take different tasks/jobs depending on the day, or whatever, gives more opportunity to get ideas for posts/plots/stuff to talk about vs. "oh i do the same job every day, no point in elaborating."

so, yeah. i don't really think compounding the current system is entirely necessary? if anything, it would make it more confusing, and already i'm not entirely sure what it is you guys are seeking to employ. credits and currency?? it's kind of redundant, in my opinion, and would just get confusing, especially when throwing transactions into the mix.
rebuildscience: (Default)

[personal profile] rebuildscience 2011-08-23 03:45 am (UTC)(link)
That's pretty much what happened in my previous game, currency-wise. No one bothered to keep track after a little while.