People already interact with each other.
If they want food, they go to kitchen and get some. If they want augments, they ask robotics. If they want a specific drink, they ask bartender.
For none of that you need a currency to be involved, which will just hamstring things.
(I alo do think that trying to implement costs for items when all of you are employed on a mining and science space station is a stupid idea in terms of roleplaying as well. Companies do not want money from their employees for working on an offshore oil platform for example)
One of the very impetuses for people complaining about the economy is that people donât interact with eachother.
Especially for boomer players who remember basic things like getting in line at science to get something made at the lathe.
Two of those interactions you mentioned are rare, the latter completely motivated by boredom, not mechanically reinforced IC drive, and the former is often bypassed. Itâs also a pretty shallow interaction when usually people just wordlessly click on borgar and then click on self.
Not that Iâm actually that concerned about currency outside of cargo, your most important changes have little to do with that and more to do with crushing total self-sufficiency.
This isnât even true in the modern world, tech companies have campuses where they do sell things to their employees. I wouldnât even be surprised if oil rigs didnât sometimes sell things to their employees too.
This is a space station that has a literal bar included, is supposedly fairly secret, and owned by a hypercapitalistic corporation. It makes a whole lot more lore sense that itâd be closer to a micro-society and not just a job.
Or to pull a foucault, SS13 strongly resembles a prison which do have currency-based economies >;)
Eris has decent economie system because things like smoking can affact your character with buffs for that entire round. Also cargo can order many supplyâs(mainly weapons) to sell to the crew for maint diving and personal protection. I think this works well since there is a incentive to buy consumables like cigarets and such.
While I have no concrete way on how to implement it, making cargo responsible for all vendors and making more meaningfull consumables will let cargo have a actuel job of ordering supplies and keeping vendors stocked while also giving money reasonble value
That being said budget cards just straight up need there own economie its impossible to balance a normal 400 max wage with a 20k credit card
Big offices tend to have a cafeteria where you pay for your food. Granted its usualy reasonbly priced but even for employer there is no point shaving off some ones earningâs for food credits they may never spend. Id rather choose to pay 5 euros for lunch at my office then having to do it because my boss adjusted my wage for it to be included
also company like valve and ubisoft have merch stores in there office
The idea of a corp store for cargo to run is kinda cool. Gadgets, NT Swag, ballistics for the people with clearance, and a longer list of bounties that donât pay into a budget but pay directly to that crewmember. Have cargo sell the mats that miners bring in instead. Something more eris-esque. I also just like it when I ask for things and people give them to me though. I can usually trust that when I go to xeno and ask for a specific item, the xeno guy is really nice and gives it or makes it for me and that builds comradery. Having a full blown economy makes people kinda cutthroat, like if you tried that on Eris someone is more liable to tell you to get fucked and bring back 2000 creds.
Pretty sure fulp has a salesman gimmick role (with an actual store too)
I think a simple supply/demand system could work pretty well, for example - Bounties would be replaced by a trading system with randomized (at roundstart) prices for certain items, selling a lot of a specific item / type of item would lower its price, while not selling it would increase the demand for, and the price of said item. (This would also prevent infinite money farm exploits). The budget cards would no longer gain money over time - instead, they would gain money when a departament does their job, like sci doing research, or whenever an item made by the department is sold by cargo. The obvious problem would be that on lowpop no cargo means departments (especially ones that rely on their goods for profit, like service) would have a hard time making any money.
Also this thread should probably be in #suggestions
Maby but orginaly this was more theory crafting about economics system but not actuel concrete implementations of the. SO figurd it would be better here then cluttering suggestions