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Store Rework The Comeback

FungletheBungle

Catholic
SS Manager
Administrator
GALUNGA
Joined
Oct 28, 2018
Messages
236
The man approaches the terminal, he has work to do.

He opens the menu and looks over his options. Housing? No. He's here for work.

*click*

His SC is shown on the screen, along with every business operating in the district. Those which have an SC requirement above his measly 100SC are greyed out, as are those currently not operating. For those he can work in, the number of people currently working in them is also shown. "Let's try get a nice one" he says to himself. He clicks on a store with a lot of people currently working. "LOW SC AND RATION PAYMENT DUE TO HIGH NUMBER OF WORKERS". He sighs to himself and selects a more quiet one, Indigent 1. On the screen the brief flashes, this shows his temporary ID number and instructions from the store manager on what is expected of him. He clicks next and a final page appears. This page reminds him that he is required to arrive at the store within 5 minutes, that theft is illegal and that EVERYTHING is recorded. He clicks "I Acknowledge" and starts to head to INDINGENT 1.

He arrives at the store, the door is unlocked, as most doors in the city are. After all, no one has nothing to hide. Of course, the store manager is more equal then others, his office is locked. That's where the bulk of the stock is after all.

He walks behind the counter. Behind him is worker storage. If he inserts his Temp ID, it will unlock and he has access to the stock that the Store manager has placed within it.
On the counter is the Payment machine, if someone puts their CID upon it they can pay the store the amount they input. All he can do is see what people have payed. At no point does he ever handle money. He's a machine. He confirms the payment, walks over to the storage unit, inputs his CID, takes the item and hands it over to the customer.

30 minutes have passed (OOC), but he hasn't noticed yet. He walks over to the storage to collect stock and just as he inputs his Temp ID, the storage unit flashes red. "INVALID ID". Looks like it's quitting time. As he walks out another worker walks in behind the counter. "Good timing" he thinks to himself as he approaches the terminal to confirm his rewards.
5 SC and 25 Credits. All in a good days work.


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This is an example of how the new store system would work for the citizen. I will now go over piece by piece my suggestion for the new store system.

NEW SCRIPTS REQUIRED / UPDATED
-TERMINAL
-STORE PAYMENT REGISTER
-WORKER STORAGE
-STORE MANGER PDA

-TERMINAL (ADDITION TO CURRENT TERMINAL)
Requires a new menu. This menu will, as described in the above story, contain the users SC at the top of the screen, followed by a series of boxes representing every store. These will be colour coded. Green is available, Orange means it already has a lot of people working in it (reduced rewards). Grey means the store has an SC requirement the player has not met and Grey means the store currently has no store manager and is empty. Upon clicking a store (either Green or Orange) they are given a temporary ID (Four Digits) which is their password for another new script. It also shows a message from the store owner. Upon clicking I accept the citizen will have 5 minutes to get to their workplace.

(An alternative to selecting the store they work for is to have it so that it's the same as the apartment system)

-STORE PAYMENT REGISTER
This is a simple device, it works as a place able POS Terminal. Anyone with a temp ID can read the transactions when interacting with it. Citizens can interact to pay an amount of their own selection. All money put onto the REGISTER will be sent to the store managers account.

-WORKER STORAGE
A cabinet that can be unlocked with a temp ID (The four Digits)

-STORE MANAGER PDA
Can be used to check who has accessed stores / Worked at the store, check transactions and hire Co-Managers (Co-Managers do not get PDA's)

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Changes for Store Managers (Previous Store Owners)
Their business is still theirs, however now they now work directly within the CWU, meaning they have more political sway. Need communication with CWU leads to develop this further.
They can still hire "Traditional Employees" but these will be classed as Co-Mangers
Now as CWU workers they have their own PDA's

Changes for CP's
CP's now have to actually check if people are working. This should be done during their patrols. They can do this because all information regarding temporary employment should be recorded within their PDA's. They also have to insure nothing is stolen by these temporary workers through random checks.

Changes for Citizens
Now they can create their own workshift and find a place of employment (if only temporarily). This will allow for much more flexible RP

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This is a living suggestion, meaning I'll be editing things for clarification as people ask questions
 
This sounds great on paper. Not sure how well it would work in practice - the only way to figure that out is to try it of course. Though my only concern is in regards to businesses that may not necessarily solely sell items. Maybe someone is more creative and is providing other kinds of services to people in exchange for credits. How would that work? Wouldn't this system hurt people who own this kind of business?
 
The one thing stopping stores from holding employees is the social credit limit. Having to run a store with @chlorophil for a while now we can say we get numerous people that are interested in working there- only for the social credit limits to put a halt to it.

A few other factors come in play. The lack of social credit rewards without grant access. The lack of customers due to a struggling economy. The fact it becomes a full time job for some (this kills people on the server).

The adoption of this system would be an interesting one to see. I'm curious to see how it would work out- however I know it would be good for improving Citizen roleplay which at times is dead.
 
This sounds great on paper. Not sure how well it would work in practice - the only way to figure that out is to try it of course. Though my only concern is in regards to businesses that may not necessarily solely sell items. Maybe someone is more creative and is providing other kinds of services to people in exchange for credits. How would that work? Wouldn't this system hurt people who own this kind of business?
We have the instruction screen for that, perhaps its just a "Clean up the store" or maybe it can even be a message that says "go fuck about for 30 mins I don't care". For the latter the CWU would probably pick up on it and punish the manager, but the point stands
 
Perhaps we could make a designated store for this. One of which would keep private business in control of themselves. The other one allowing everyday Citizens to take over (much like how the CWU perform their little store) with higher prices. Perhaps make stalls so more than one can be running it at a time and sell specific permits that day. Give it the cool down of a ration (or two) and bam. Automated jobs.
 
[Edited this down a lot because I'm warming up to the idea removed some objections]

Conclusion first : I think maybe leave permit employees untouched for now and try this suggestion out on assistant employees. That way, it allows storeworkers to continue running the store as a trusted inner circle while adding the challenge of both efficiently employing these drafted workers and also keeping them out of your hair, since they're not trusted; and citizens can make some nice pocket change of it.​


I can see this working out well, but the first step in revamping storeRP like this should be increasing the actual demand for labour in stores, giving people something to do. In your (very nicely written) description, what does the manager do? Acquiesce his only job to a random guy that walked in? What does the citizen do? Stand at a counter for 30 minutes?

Are the CP going to regularly patrol Indigent-1 now to check in to make sure this guy isn't stealing anything? Will the manager have to bankrupt himself every single time somebody starts their DIY workshift at their store because he has to buy a bunch of stuff and stock it in some storage locker?

I'm also not sure about treating managers like high-ranking CWU officials. The stores are under the heel of the administration - the only way to escape thorough scrutiny is to personally suck up to CWU management. That's a good thing, it creates interesting RP. Giving them more power would take this away, and I'm not sure what it would help with.
 
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The CWU has enough faction bloat. Please direct this idea to the Ministry of Commerce, because the idea of having to micro manage another faction within a faction fills my soul with existential dread.

I'm not really in favour of this suggestion as I'd like for Businesses to remain a Civilian venture and not just another branch of the Civil Workers Union. But the mechanical ideas interest me at least. A manager PDA for stores would be a great quality of life addition. Only problem is they would have to run background checks to make sure people aren't blatant criminals.

Which would grant them access to a lot of sensitive information...
 
I agree with this suggestion, having put my two-cents too its reconstruction.
Having something like this will overall improve CWU way-of-life, and business RP
 
The CWU has enough faction bloat.
No it doesn't, if you think it's too much for you to handle, delegate it.

Also the Combine would never actually support "Citizen Ventures", It's just a retarded addition by someone back in 2011
 
No it doesn't, if you think it's too much for you to handle, delegate it.

Also the Combine would never actually support "Citizen Ventures", It's just a retarded addition by someone back in 2011
I personally think shops being owned by citizens is best, but I'm keeping an open mind regarding this to see how it turns out.
 
No it doesn't, if you think it's too much for you to handle, delegate it.

Also the Combine would never actually support "Citizen Ventures", It's just a retarded addition by someone back in 2011
This is a super dumb argument - none of this is specifically lore-friendly

Why would the combine ever allow such an inefficient way of assigning work, instead of sending people to the warehouses which exist for the sole purpose of drafting labour from the citizens and where they actually meaningfully contribute to production? What is the point of store managers even if the stores would still have to draft labour? Allowing busywork for money is almost a primitive form of social security - completely unlike the combine.

Why would the combine support stores at all? It's a planned economy - there is no reason two stores would sell the same goods at different prices, like they do in-game.

Why would the combine use a system where a higher number of workers means lower rewards for new workers, as if it was a market economy? It's a PLANNED ECONOMY

Nothing in your suggestion is thematically fitting with the combine Lore-wise. Why would you make that part of the argument? It's about what's cool and fun to RP with
 
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Nothing in your suggestion is thematically fitting with the combine Lore-wise. Why would you make that part of the argument? It's about what's cool and fun to RP with
Because while we do make concessions for gamplay we have to keep the actual themes of the world in mind

Else why not just go play GTA RP for your Store RP?
 
Because while we do make concessions for gamplay we have to keep the actual themes of the world in mind

Else why not just go play GTA RP for your Store RP?
I'm trying to say your suggestion is a lot more lore unfriendly than the way it currently works. I feel I laid out why
 
I'm trying to say your suggestion is a lot more lore unfriendly than the way it currently works. I feel I laid out why
It's much more lore friendly then the capitalist system we currently have in place
 
It's much more lore friendly then the capitalist system we currently have in place
Your suggestion isn't *not* capitalist, if anything it is closer to a market economy by using a supply-and-demand algorithm to encourage efficient allocation of labour. I already explained this in the other comment. The current system of central approval is closer to a planned economy than whatever you're thinking of. It's not in line with the stated ideals of the Combine, but that's not necessarily a bad thing - they're cruel militaristic invaders, what's a little hypocrisy. What you're suggesting is just inefficiently using resources because you think it's in service of the ideology (which again, it *isn't*), which seems unlike the combine.

The simple point I'm trying to make it is it's not more lorefriendly and it doesn't have to be - the lore is vague and the combine are stupid. Reforming the store system to be more in tune with the lore shouldn't be the top priority, and if it was, this would be the wrong way to go about it. This suggestion has merit based on how it enhances gameplay [And it very well might] , not based on how it makes the system "less capitalist" because I cannot stress this enough, it does *NOT* do that
 
There is a V3 store rework going through but its only for V3. May be necroposting but oh well- going to move it to accepted as technically the rework follows along these lines
 
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