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Cease the Private ownership of stores

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FungletheBungle

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We've all been there, 60+ players on the server and only one store open.





What causes this?


Lack of manpower, enthusiasm and time.

Running a store in real life is hard, running a store in garrys mod is slightly easier, but that is to be expected seeing as its a video game

Still, we come to the conclusion that keeping a store consisting of 5 members which must also turn a profit open more often then it isn't is very very hard.

Let's not understate this, it is VERY VERY HARD. It takes up a large part of your IRL life if you want to do it, and to be honest, a lot of the time it just feels that it isn't worth it.


So I propose a solution.

It's time to end the private ownership and organization of all combine regulated stores.

So what is the alternative you ask? Well, that's where the MoC and CWU come in.

Working together these two groups (with the assistance of scripts) will propel store RP into a new generation of interactivity and Roleplay.

How so? you also ask.

Well, we actually already have the bare bones of the system in the game. That's right, I'm talking about the apartment system.

By making store employment an optional workshift for which one applies for at a terminal (or by IC'ly taking to a member of the CWU), this solves the issue of the CWU being constantly pressured to run event workshifts, the issue of a lack of store members and the issue of people complaining there is no way to progress in relation to loyalist RP without events.

Now that doesn't mean every store has to become generic combine store #1-7 (although it would be nice to see at least one). There can still be "Store Mangers"

What are Store Managers?

These "Store Managers" are in essence the current store owners. They decide what kind of store they want to run (with approval from the CWU / CoB), what the name / athstetic is and can even personally hire Co-Managers (the traditional workers).

What could go wrong?

Well, I can only see at this moment one glaring issue. That of theft. But since these stores are basically ran straight by the Combine, they would suddenly care much more about such events, with perpetrators being ruthlessly hunted down by CP's for their due punishments.



Yes it may flood the market with cheap items if handled poorly upon immediate implementation, but such kinks can be ironed out through both IC means and OOC changes to rules.


How can this be implemented
This would be a great opportunity for whichever group that wins the election to have some policy RP, even if it wasn't in their original manifesto. If it's against their manifesto then we can simply state its an order given by the Sec Admin, who is sick of the high turnover rate.


Final Pros and Cons
-More stores open longer
-More things for citizens to do
-A more alive economy

-More RP opportunities
-A more immersive, state controlled employment scheme as implied by the lore of HL2

-Can still retain Store owners and current stores

-Less cohesive employees per store due to not actually being friends with owner
-People don't want randos working the the backrooms of their store (Why are you scared, you should have nothing to hide from our benefactors)
-Potential to temporarily flood economy if implemented poorly
-Dev work



ADDENDUM 1:

Stores have an SC requirement.

IE: INDINGENT may have an SC requirement of 90 compared to a Triumph Requirement of 120 and a Victory requirement of 150
 
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no one wants to sit and do storefront rp and wait for customers for 10 years

I recommend interesting stores (give me the epic mobster ran stores)

also an interesting idea gotta say
 
no one wants to sit and do storefront rp and wait for customers for 10 years

I recommend interesting stores (give me the epic mobster ran stores)

also an interesting idea gotta say
Good thing shifts can be set at say, 30 mins (or less)
 
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Needless to say I'm willing to support any action that kills off private ownership, even if the previous attempts had failed (and there has been at least a couple as far as I know since Release 1).
 
In CWU management we've definitely been having debates about providing sales through CWU stalls, but nothing quite this drastic.

I think we'd suffer much of the same problems as right now, only there's less incentive for people to remain active in a specific store due to inherently controlling nothing within it and having no stake in maintaining its operations. You'd definitely get people popping up at random for work, but is that a good thing?

What is being suggested here is very dangerous with letting anyone off the street walk up and access any permit. The MOC would have a monstrous time trying to know who is participating in sales workshifts. The scope of their financial audits would have to extend to the entire server and there's no guarantee they can track any activities without a centralised roster of persons of interest.

I can't say I'm really for this myself. But, debate...
 
Well I don't really want this, what I want is to make stores more active because your actively rewarded for doing store RP.

By that I mean open component and ingredients (food) permit and let people with good crafting skills make items, and the rest are shops run based on themes such as arcades and such. This will promote both above surface resistance RP, and normal civillians that have higher skills (aka those that go to workshifts and run their shop and keep making things can make better things that the civillians want/need).

IDK just ANYTHING but this boring ass NPC gaming.
 
This seems like an interesting idea, to say the least. But I'd rather see the CWU simply tighten the drawstring on the currently inactive stores, if I'm being honest.

But that's just my personal opinion. If it's implemented, I wouldn't be fussed.
 
it boils down to nobody wanting to spend their precious free time working a 9-5 shift daily at the grizzly grotto on hl2rp after getting off their daily 9-5 shift at publix in real life

have the storefronts open to different people whenever they feel like it. this permanent rental-based private ownership doesn't work anymore unless you're a NEET or like 14 years old and out of school

most people here are adults, have actual lives, and don't want to spend their time running a store where they sell the same 15 scripts and get 6 customers in 6 hours
 
I still don't really get how it'll work. Will it be like a DARK RP sorta thing where there are props U can spawn and put items on to sell??? I don't see how it'll work script wise.
 
I still don't really get how it'll work. Will it be like a DARK RP sorta thing where there are props U can spawn and put items on to sell??? I don't see how it'll work script wise.
Uh, pretty much it seems... That or they still need to procure it from a pickup terminal.
 
Do not halt private ownership of stores, it creates numerous RP scenarios that are crucial to server survival. Instead reserve two stores for auto vendors of food, water, basic- however leave the more advanced stuff to private owners (tvs, radios, luxury goods). This is a good line for the owners that are active.
 
Uh, pretty much it seems... That or they still need to procure it from a pickup terminal.
Ahh ok thanks.

And well, with knowing that I'm not really keen on that idea. I think if it was just more accessible and rewarding to run stores for stuff outside of "credits" then people would be more willing to do. Like Bars and shit are interesting, and O'Hairs little shop reminds me of like underground Weimar republic politics with their backroom.

I think if there was just more of an incentive to own/run a shop, ppl would play it. But as of now, it's really just making credits.

And like this:
Do not halt private ownership of stores, it creates numerous RP scenarios that are crucial to server survival. Instead reserve two stores for auto vendors of food, water, basic- however leave the more advanced stuff to private owners (tvs, radios, luxury goods). This is a good line for the owners that are active.
I think a mix would be better, while also just making it more fun to run a store.
 
Ahh ok thanks.

And well, with knowing that I'm not really keen on that idea. I think if it was just more accessible and rewarding to run stores for stuff outside of "credits" then people would be more willing to do. Like Bars and shit are interesting, and O'Hairs little shop reminds me of like underground Weimar republic politics with their backroom.

I think if there was just more of an incentive to own/run a shop, ppl would play it. But as of now, it's really just making credits.

And like this:

I think a mix would be better, while also just making it more fun to run a store.

In regards to incentives on the first part...

It would be interesting to see a sort of stock market style take place. That being the stores with the most sales are rewarded due to their involvement in economy- ranked by performance. This can cause stores to compete with each other and stay more active.
 
yeah that's fine and dandy but you can only be active for so long as a shop owner

i don't think i've ever seen a store owner roleplayer be substantially active (4 days a week at LEAST, 4 hours a day) for more than 2 weeks at most

it's just not something people want to do unless they actually get paid for it. like real life money. this is a hobby and you can't ask people to give up their free time to run a fucking store

i'm sure there are people that would do it but they're few and far between and honestly i don't know if i would want to interact with them if they took RP that seriously
 
The thing is.. this system more or less worked in every other server I've played on, so why not here?

Because the union currency is essentially fucking useless and you cant buy anything illegal with it. Why would I work as a shop owner when the only thing I can buy with the money I earned is a bunch of stupid clothes and food?

If you want to revive store rp you need to remove this gimmick called union credits or at the very least make it a physical currency.

I remember, on previous servers, store owners had a reason to do their job. They often secretly funded rebel groups with all their cash. Not here. Here they are imprisoned by this traceable and quite useless currency.
 
F2 stores with a business menu superior

I have went throughout liking a simple f4 menu to having a realistic business interface only to wanting to go back to the simple f4.

Business RP is not sustainable by having people being assigned to it as real work - this is a common way on hl2rp communities to make the players feel forced to be active or lose their virtual store.

Roleplay if done too much reflects oneself, we have to remember that this is a game hence treat it as such.

I believe that having a simple system such as waiting until you can purchase a permit just to sell stuff is enough of progression as is, since you have invested time to become a businessman in this videogame - by having stores available to be rented by only buying the door. You have a business set up and ready to go to combat the lack of stores.

There is one irony that I see out of the suggestion that this thread is about.

Notice that everything narrows down to people wanting POWER. It suggests that the MoC, CWU should still be in charge of aspects (so they don't lose their salaries) and that business owners become store managers (a retirement job) after losing their stable rent.

Business RP, while having much opportunity to those who know advanced levels of it in RP, puts the cost of time for the standard roleplayer of getting their items.

Being one man alone with a permit is enough to encourage a business like RP, and break the comment of "stores inactive".

If you wish to combat this right now. Open a stall in indigent with a lacking permit.
 
All Im saying is: you can reform the shop system all you want, but if you force shop owners to use this digital currency, you'll keep having inactive shops. Why? Because It's USELESS, as in WITHOUT USE.
 
All Im saying is: you can reform the shop system all you want, but if you force shop owners to use this digital currency, you'll keep having inactive shops. Why? Because It's USELESS, as in WITHOUT USE.
It's not hard to commit money laundering
 
As somebody who works in an active store, it really isn't particularly hard or boring if you know how to make it engaging. A bit of smuggling, a bit of legwork - Maybe start off with the permit rework that was suggested and add some new RP and script stuff to occupy people who work stores, and once the current vacancies are filled this issue might resolve itself.
 
stores are and have always been the rebel's way of acquiring funds but theres no rebel rp so (yet)

EDIT: i wasnt aware that union currency was useless to rebels (i mainly play union) if so that's a huge problem (may also be the cause of store inactivity)

the problem might be not necessarily how they work but how there's essentially little to spend our money on
 
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