@Auspice said in Where's your RP at?:
Economy systems are cool in theory, but finding the balance is hard. You have to be willing to throttle it hard... or else risk the people that have little to no RL demands dominating the entire game.
What I did on Lost Stars (a private invite-only PennMUSH-based science fiction game ages ago) was a system I called DICE, where you had 100 units of 'time' per week. The system was then made of blocks, that would take an input, operate on it with a function, and then output something.
You could literally set up a block that said, "I have Skill X / Career Y, I will spend 40 units of my time this week making money at that." The input was time, the function was your skill/career, the output was money.
But if you wanted to train a skill up, that also cost time. (As opposed to XP; there was no XP to buy up skills, you just had to spend the time training them. It was level * 150 time, so level 1 of a skill took 150 time units, level 2 took 300, etc.) That was another block you could place in the system. The input was time, the output was progression towards a skill. (Basically, learning a skill had a 'meter' that had to fill.)
And other things could cost time, too; want to decipher that alien language? It'll take a roll (to determine how well you do) and then X amount of time working on it (where X is based off the roll). That was a custom block added to people involved in a plotline; you could even share those blocks around (to involve other people and get through a plot faster, provided they had appropriate skills).
Of course, I had other blocks as well to act as drains. Want to keep that nice apartment? That was a block that said 'this apartment will cost you X credits per week'. Want to have a ship to fly around? There was a maintenance block to pay upkeep and docking fees.
In effect, you had a breakdown that might say "Each week, I am spending 40 units of time on my 'job' running this fuel depot (which at my level means I'll get 1000 credits), 30 units of time on improving my engineering skill (until that's done), and 30 units of time on trying to reconstruct this weird alien device someone brought me (until that completes and staff moves that plotline forward). Also, 150 credits on my apartment, and 300 credits on my ship's docking and maintenance fees." And so each week it would run all of those.
The practical upshot of the system was, being 'super active' didn't give you any significant benefit economically, and everyone still had to balance their time. You could not learn all the things and get all the money and do all the cool plot things. Even if you were on every day, you had no inherent advantages (economically, at least) over a player who only logged in once or twice a week. And it had the added benefit that your income/costs weren't dependent on other player action (as can often be the case with PC crafters in coded economies).
It didn't work out perfectly; there are a whole honking stack of things I'd do differently in a modernized version of DICE. I would have the unused time carry over one week or so, because that way you would have a little leeway and not 'waste time' when training a skill or doing a plot (i.e., a block that would complete and expire) vanished, but you were away that week and didn't notice. I would automate a hell of a lot more of the block setup. I would have done away with the 'employee' block (where I could 'employ' someone to get X amount of their time per week for Y amount of my money), because it just contributed to system imbalance in ways that gave me headaches.
But I think the concept, as a whole, still has a lot of value, and gets closer to a 'balanced' economy than a lot of things I've seen.