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Gameplay - Pseudo-Economy #10

@kyres1

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@kyres1

A pseudo-economy can work against players to allow for more outlandish situations and encourage nuanced control over one's ingame wallet.

The by-character economy is;
Your bank account is a meta object. It deteriorates with inactivity at an undecided rate, but you can never fall below a pre-set limit as governed by your job title. Each round should increase your money by a flat percentage.

For example, an Assistant will never start the round with less than 150 credits, but a Scientist will never start with less than 3,000. Each round, the former makes 50, and the latter makes 350. As long as they save and continue to play, this number will crawl up, but blowing it in-round has consequences. Loadouts also cost money, albeit not terribly much- only enough to make some jobs unable to take more “bougie” options without putting work into acquiring them.

The city/station/crew economy is;
Every round, the INDIVIDUAL PLAYERS of the station specifically are given a separate "work account" where they can spend some of their department's total budget to acquire equipment to complete their duties. The necessities to keep things going are free, of course, but depending on role people will be permitted a set amount of work spending. This allows higher roles to spend more frivolously on gear, while still letting the apprentice-level roles customize their preferred toolkit.

The station is allotted funds depending on the current round's Risk Factor; lower risk rounds start with higher funds, but must gain more risk factor to have a serviceable budget after expenditures. Higher risk factor rounds start with lower funds but their budget grows exponentially faster, allowing for rounds to escalate into heavily-armed pain fiestas very quickly.

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