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Contracts
#1
I'd like to propose that "Contracts" become a part of the character sheet online, and attached as player info.

We had a case where one of our friends wanted out of her contract, and we had to buy out her contract or "she went to a very bad place" (not complaining, the RP was awesome and much fun was had by all).  We have another guy in another group that wants to jump ship to join us (because lets face it, we're awesome).  The problem is, its hard to plan out things, when things like 'how long someone has on their contract' and "how much to buy out of a contract" isn't really 'known' except as part of the player background (not canon) or whatever the directors decide.

Since literally every single PC at the campout is only there because he has a contract to be there... it seems like the contract is very important information.

So I was hoping to open a discussion, to give our directors as much information as we can to mull over, and hopefully work something cool out.

So I'll start with my suggestion:
  • New character, starts with a 2 year contract (4 games)
  • Time on contract can be reduced, at character creation with hive points (1hp = -1 game).  (Great for people wanting to roleplay 'getting out of the military soon, joining the private sector')
  • Early release from contract = 500cr / game left on contract
  • If released from contract, MUST find a new contract within 12 hours (half a game day) or go NPC
  • at the end of each contract, may reup for a new contract (2 years) or find a new contract within 12 hours (half a game day) or go NPC

Ideas?  Discussion?
William Myers aka Cossak Symon Jenkins
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#2
Or what about if the boss of your CG doesn't want you back after your contract is up. Like they can't fire you, but they aren't going to rehire you. So you'll need to butter up someone else if you're a screw off.
Agent Lee
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#3
(07-30-2015, 08:59 PM)Warren Sauby Wrote: Or what about if the boss of your CG doesn't want you back after your contract is up. Like they can't fire you, but they aren't going to rehire you. So you'll need to butter up someone else if you're a screw off.

Yep! Exactly. Knowing the date it coming up and knowing your CG boss hates you would make for great RP tension! Smile
William Myers aka Cossak Symon Jenkins
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#4
We're not a game that plays on a super-regular basis. Are there significant advantages to making contract time a function of the underlying mechanics rather than letting the player define it for themselves before coming in to game?

It seems like this could be a good use of the "personal plot" Hive purchase if you want to do something cool with it.
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#5
I agree with JP. Especially this early into Spite's existence (1 game is pretty early), I think that having the widespread ability to alter one of the two formational choices for your character (SIC and CG) might get too messy. I agree that this might be something that a character would want to do, but it seems like a big decision to that may take longer than a year to work through. Individual cases at the Hive's discretion might be helpful towards advanced goals and characters, but I think that overall this should wait until other, more basic, mechanics have been ironed out.
Bejamin Weber
Exim
Helios Fire Station - Combat Support

[Image: image.aspx?image_type=upload&image_token...1&trypng=1]
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#6
Speaking as the QM for the military...

Yes! HUGE ADVANTAGES!

This will help keep equipment bought "within" the group, in the group.

While I do not like penalty terms for RP ever...this contract concept is mostly for an OOC mechanic IMHO, which is to help keep gear purchased by the group...with the group. So when an individual transfers...they have some IC obligation to do it honorably, that does not leave to PVP.

I also think anything that money can be used for, like buying out of a contract or "selling" that contract to someone else, would be immensely helpful.
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#7
(08-03-2015, 12:26 AM)Kyle Elliott Wrote: Speaking as the QM for the military...

Yes!  HUGE ADVANTAGES!

This will help keep equipment bought "within" the group, in the group.

I hadn't thought of the 'group equipment' Kyle, but that's a huge point. We buy stuff for our group all the time.
William Myers aka Cossak Symon Jenkins
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#8
Due to the nature of the character manager, this idea (while good), will not be implemented at this time. We'll keep it in mind but there are some much more pressing issues that the IT team is working on at the moment. The whole system is hand programmed, so it's a lot of work. We'll keep you posted, thanks for the suggestion.
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#9
(08-03-2015, 12:26 AM)Kyle Elliott Wrote: Speaking as the QM for the military...

Yes! HUGE ADVANTAGES!

This will help keep equipment bought "within" the group, in the group.
I don't think I'm catching on. Can you elucidate? What is the OOG mechanical difference between a tag purchased by someone under the Red River contract and a tag purchased under the Military contract?
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#10
(08-04-2015, 09:18 PM)John Pariury II Wrote:
(08-03-2015, 12:26 AM)Kyle Elliott Wrote: Speaking as the QM for the military...

Yes!  HUGE ADVANTAGES!

This will help keep equipment bought "within" the group, in the group.
I don't think I'm catching on.  Can you elucidate?  What is the OOG mechanical difference between a tag purchased by someone under the Red River contract and a tag purchased under the Military contract?

Hey JP

Some groups pool their resources more for certain character builds. For example...in the military, we buy alot of medical equipment...and instead of giving it to our front line gunners, we give it to our medics.

However...if the game ends, with a medic, having 15 med kits...decides to call it quits on military...we are just out that cost of equipment? There should be some sort of recompense that any individual owes to the group to be "free and clear".
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