Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

FEATURE ADJ: Stores System and Detaching from Persistent Economy #2106

Open
3 of 7 tasks
ghost opened this issue May 23, 2022 · 1 comment
Open
3 of 7 tasks

FEATURE ADJ: Stores System and Detaching from Persistent Economy #2106

ghost opened this issue May 23, 2022 · 1 comment
Labels
Difficulty: Medium A more complicated issue, requiring investigation or significant knowlege, may take several days Priority: High Has a major impact on player experience and should be prioritised Type: Code This issue is needs code work.

Comments

@ghost
Copy link

ghost commented May 23, 2022

Description of issue: For way too long our Stores have been busted to some degree and vastly under-utilized. We have a list of proposed changes that need to take effect for them to have their intended purpose.

Their current behavior:

Right now, the way Stores work is that you acquire credits via your paycheck or by finding other credits/peng, and redeeming them at Stores for items. Credits can persist between rounds using a database. They work as a one-size-fits-all vendor, and you can even hot-swap RIGs at them. Credits are tied to a person's RIG.

Their intended behavior:

Stores should be fully detached from the persistent economy, keeping purchases and credits earned only applicable to the round they're earned in. Credits should be earned via the initial paycheck, AND through killing necromorphs, who drop varying degrees of credits.

Stores should not have a giant swath of items that you can otherwise get at free vendors elsewhere.
Stores should be the best possible access point to purchasing actual firearms, RIGs, ammunition, medicine and other high-end rewards.
Stores should still be able to hot-swap RIGs.
Credits should probably not be tied to RIGs anymore, and should instead exist as their own stackable item or be tied to something else entirely, if possible.
** Separate but also important, the mining system for redeeming credits should be detached from the main economy, so that miners can't flood the game with easily acquired credits. Their system of rewards should be unique to them and through a different vendor.

  • Take the existing Stores and turn into an independent vendor severed from the persistent economy system.
  • Erase or comment out current persistent economics code (ideally without breaking everything).
  • Adjust the available items list in Stores to only include Weapons, RIGs, Modules, Medicine, Ammunition and Rare Items.
  • Adjust the prices of those items by 30-50%.
  • Have necromorphs drop a certain number of credits, adjust drop amount for balancing.
  • Detach credits from RIGs as their primary means of being stored -- ensure credits are stackable item that can be stored in a backpack or taken out of an ATM. (think caps from Fallout 13)
  • Ensure hot-swap mechanics from Stores for changing RIGs is still usable.
@ghost ghost added Type: Code This issue is needs code work. Priority: High Has a major impact on player experience and should be prioritised Difficulty: Medium A more complicated issue, requiring investigation or significant knowlege, may take several days labels May 23, 2022
@Viz-Titan
Copy link
Contributor

There are also set map drop spawns of credits to consider. Some places, like Aft Janitorial Closet room in maints above Engineering Breakroom on Upper, spawn a big load of credits. Around 20k or so worth at that spot.
It is nothing vital but just something to note for much later. Wouldn't be too hard to fix/balance their spawns. Could just get rid of those spawns and replace with low values or tweak the credit values on them to be lower. Or get rid of credit spawns entirely.
image

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Difficulty: Medium A more complicated issue, requiring investigation or significant knowlege, may take several days Priority: High Has a major impact on player experience and should be prioritised Type: Code This issue is needs code work.
Projects
None yet
Development

No branches or pull requests

1 participant