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Advance Warning of Rule Tweaks
*viKKing*
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Dr Mathias said:
Regarding payment and courier missions- would it be possible to have the negotiator spec play a role in the process? This could offset loss on small missions.

I would rather see it as an opportunity to lower gates fee.
In case of success, fee is reduced up to a random number between 2 and 5 x skill level in %:
- 2 to 5% for level 1,
- 2 to 10% for level 2
- and so on.

Quote:

I always thought 'negotiator' should fall under leadership rather than (or in addition to) scouting. Scout specs should be travel time reduction, ambush avoidence etc.

It seems obvious to me too.

Quote:
With all this talk of economics I wonder if some specs could be introduced that deal with haggling over prices.

Why not?
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vet cont zom slay2013 marshal wv

Posted Sep 4, 2009, 3:58 pm
Dr Mathias
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viKKing said:
Dr Mathias said:
Regarding payment and courier missions- would it be possible to have the negotiator spec play a role in the process?

I would rather see it as an opportunity to lower gates fee.
In case of success, fee is reduced up to a random number between 2 and 5 x skill level in %:
- 2 to 5% for level 1,
- 2 to 10% for level 2
- and so on.

Thanks ViK-
That's another way of looking at it, and certainly better with regard to small couriers. Getting a 10% pay increase on  a large mission would be counterproductive to the new changes.
Scouts negotiating a lower gate fee makes sense too- they're likely to know the guards etc.
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vet combat1 ped1 wv cont

Posted Sep 4, 2009, 5:54 pm
*jimmylogan*
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Dr Mathias said:
Scouts negotiating a lower gate fee makes sense too- they're likely to know the guards etc.


And another, RP way of looking at it is...

"Hey Joe! Welcome back to SS!"

"Hey Bill! How's it hanging?"

"You know I have to collect $500 for you to enter..."

"But Joe, it's just me this time - I'm not hauling anything."

"But I have to collect it - you know the drill."

"What if I pay you $400 instead and you just forget to put it down... Think of it as me just buying my friend a few rounds at Dexters..."

"Oh no - you did that last time - you'll get me fired..."

OR - die roll later - "okay this time, but don't tell anyone..."

B)
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vet marshal deathrceL1 wv community combatL1

Posted Sep 4, 2009, 7:22 pm
*sam*
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This could work, yeah.. also a good case has been made for CR-based gates fees.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Sep 4, 2009, 7:25 pm
Crazy AL
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Dr Mathias said:
Regarding payment and courier missions- would it be possible to have the negotiator spec play a role in the process? This could offset loss on small missions.

For example, if you have a 110 scout (lvl 2  Negotiator) in the vehicle doing the delivery, perhaps you could get a 10% increase on payout. I would do it on payout on delivery, due to a potential exploit- players could use a high scout to get a good rate, then switch them out for a low scout after the cargo is loaded. Maybe not entirely realistic but it would avoid the exploit.

I always thought 'negotiator' should fall under leadership rather than (or in addition to) scouting. Scout specs should be travel time reduction, ambush avoidence etc.
With all this talk of economics I wonder if some specs could be introduced that deal with haggling over prices.


That would be the SMOOTH TALKER specialism and is a great idea.
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vet wv zom pvp1 ped1

Posted Sep 4, 2009, 8:12 pm
*Grograt*
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Now you wanted some subtle Psi powers well seems a whole plethora of market applications could be a skill .. cheaper equipment .... gate fee reduction ( these are not the looted vehicles we are looking for....move along ) .... nice and subtle
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vet marshal wv community

Posted Sep 4, 2009, 8:27 pm
*sam*
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Quote:
Now you wanted some subtle Psi powers well seems a whole plethora of market applications could be a skill .. cheaper equipment .... gate fee reduction ( these are not the looted vehicles we are looking for....move along ) .... nice and subtle


Very good young padawan...
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Sep 4, 2009, 8:34 pm
betterlucky
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I still like the idea of gate fees being linked to the amount of pirate activity in the area. The safer the area, the more the town thinks they can charge. As it gets more dangerous, they reduce the fees to attract more traders/gangs to fight off the baddies.
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vet wv zom

Posted Sep 4, 2009, 8:57 pm
*Ayjona*
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Just a quick note to you, Sam, to say that regardless of what happened last week, my weekly totals are now a bit higher than before, like they should be.

So, how'bout that total weekly cost figure ;)

Ayjona, the shameless self-bumper said:
Anyways, Sam, with all these changes to the economy, think there's a chance of adding a "total weekly costs" figure somewhere (either in the weekly financial report, or, preferably, just below the "Money" entry on our gang page), that lists all automatically recurring costs (wages, lockup and garage fees, training fees, food & water for character, hospital fee, etc).
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vet marshal wv

Posted Sep 6, 2009, 1:45 pm Last edited Sep 6, 2009, 1:50 pm by *Ayjona*
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