' Wrote:I can certainly see that giving wages to police / military would be quite logical, as well as taxing the corporations. (Only the house corporations though, taxing zoners for example would be a lot out of roleplay.) I'm not sure if it can be implemented though.
Regarding the price changes discussed in this topic, I think that many of the ideas presented here would help to make the game more rewarding to the trader folks but is that really what we're after? Maybe they would value their cargo a little more and actually pay the ransom asked by the pirates, ok. But it would make it much harder to set up the RP character you really want to play, taking you ages just to earn enough money for your starting ship.
I'm not sure if it is a good or bad thing. For example, if you want to roleplay a navy battleship captain, it would be a good idea if you started your career as a fighter pilot and gradually make your way to the top. But you shouldn't be forced to get there by spending billion of hours trading. Actually you shouldn't be forced to trade at all.
I figured because FLHook is a nifty little program something can be done on the lines of that...back in TSRP it would work like this. Basically an 'economy mod' was installed into the game as an AMX plugin, the economy mod used a MYSQL database to store Character names, what their occupation was, and how much they earned an hour(Some more complicated ones also included who they worked for etc etc)
I guess to make it more simpler for Freelancer it could use the ID's, so if you have say a Liberty Police ID, FLHook will take notice of this and pay you however much every minute. I have no clue how FLhook works but I've seen it do some tricky stuff so I'm assuming something like this might be possible.