11-03-2011, 01:22 AM
The missions I imagined are those typicality found on side missions in GTA games. The objective is go from A to B, get something, go back.
The earning(or stock) from these missions would go to 'storage'. Employees receive their paycheck every ~5 minutes, the height depends on the status of the company.
The status is a function of:
If the status goes below a level the earnings will drop to 0 and after a longer period the business will be foreclosed and open for sale.
I have thought about ways to organize the hierarchy inside a company, the easiest way is to have no owner and players are free to join and exit a company whenever they wish. This gets rid of the opportunity to upscale the operation and all benefits for the player are gained from doing missions, this is how most RP servers work.
The best I can come up with is that the owner of a business can set their operation to be either open or closed.
If they decide to have an open business, everyone can join and help to with the growth of the business. The owner has no power to control over who joins and who does what, employees could be fired if they haven't done any work in x days, the owner could exclude some players from this rule.
If a owner chooses to open a closed business, they have to invite players and manage those themselves. This kind of business is aimed at existing groups and gangs. For this type it is useful to have co-owners that can manage the gangs while the leader is away.
Maybe some fields of operation should only be allowed to closed businesses, because I predict those will be more active and willing to fight each other in missions. Also their level of skill could be unfair for unorganized players.
- A paramedic gets a 911 call, goes to a location to pickup a NPC and drives back to the hospital. Each round the time gets shorter and shorter.
- A drugs runner recieves intel that a shipment will be dropped from an NPC piloted helicopter in the desert/sea, multiple gangs go to the location of the drop. The amount of money is determined by the amount of packages retrieved. Meanwhile, everyone is shooting at each other.
- A Courier must deliver a package, trailer or briefcase, to a location far away. The amount of money rewarded depends on the time it took to get there, minus 'damage' to the package
- Gun shops/Car dealers are a shop other players can purchase weapons and vehicles, those have to be restocked (not 1:1) with retrieval missions. Prices, or a factor for the sales can be set to change the payout so multiple shops can compete.
The earning(or stock) from these missions would go to 'storage'. Employees receive their paycheck every ~5 minutes, the height depends on the status of the company.
The status is a function of:
- How active the employees are
- How many missions have been completed in an interval
- What size the business is
If the status goes below a level the earnings will drop to 0 and after a longer period the business will be foreclosed and open for sale.
I have thought about ways to organize the hierarchy inside a company, the easiest way is to have no owner and players are free to join and exit a company whenever they wish. This gets rid of the opportunity to upscale the operation and all benefits for the player are gained from doing missions, this is how most RP servers work.
The best I can come up with is that the owner of a business can set their operation to be either open or closed.
If they decide to have an open business, everyone can join and help to with the growth of the business. The owner has no power to control over who joins and who does what, employees could be fired if they haven't done any work in x days, the owner could exclude some players from this rule.
If a owner chooses to open a closed business, they have to invite players and manage those themselves. This kind of business is aimed at existing groups and gangs. For this type it is useful to have co-owners that can manage the gangs while the leader is away.
Maybe some fields of operation should only be allowed to closed businesses, because I predict those will be more active and willing to fight each other in missions. Also their level of skill could be unfair for unorganized players.