TGS wrote:If my idea were implemented and you were paying your NPC hirelings then I would expect that their credit balance would go up and up. But that isn't something that necessarily has to be conveyed to the player. After all, are you sharing your financial information with everyone? No.
Well, why are you paying your hirelings if they have nothing to spend it on? Why do they need money? Why are they coming and working for you rather than sitting still doing what *they* want to do instead?
If I'm paying people wages I'd expect them to be spending their wages on stuff. Food, entertainment, booze, living facilities, perhaps buying some property on a little moon near Space Barbados for their retirement.
Anything that has no needs isn't going to come work for you, unless it's a custom built AI that just does what you say.
Now maybe there will be a quantified origin for the money. Then this won't be such an issue. But then the player AND the npc's will still need ways of losing that money. I doubt Josh is going to have NPC wealth simulated that hardcore. Though it would be interesting if he did.
Well Josh is still at present planning on basing currency off a specie metal, so we can presume that money is "created" as that specie metal is mined. But regardless, another reason games like Skyrim don't work so much is because the economy doesn't grow. You put all that work into it, making armour and killing beasties, but nothing grows and changes dynamically. Occasionally a shopkeeper will have a bit more stuff once his or her timer has reset and they have a new supply of goods. But nobody else is buying and selling goods in that world.
In LT,
everybody else is buying and selling goods and investing and making the economy grow. Money is moving around and doing work.
You don't need ways to arbitrarily take money off people. You need useful things for that money to do.
McDuff wrote:Use one facility to repair and you're not just providing money to them, but to everyone who supplies them, and in turn everyone who supplies *them*.
I'm not against using public repair facilities. As far as quantified parts this isn't an issue. With money though it becomes a bit harder. But since we don't really have any idea how Josh is planning to handle that in the final product I don't want to speculate too much on that specifically.
I'm not quite following this. You dock at the repair station. You say "how much to repair this?" The Space Mechanic says "1,000 credits." You say "here is 1,000 credits." He says "I will now repair your ship." Ta da.
Then, of course, they go spend some of that 1,000 credits on replacing the materials that he used to repair your ship, buying new tools, hiring new workers, upgrading his drones, getting drunk on a weekend bender in Space Acapulco, etc etc.
What's hard about that?