Contracts
Euphorbus
Good evening all.
Just a short gripe, or qualm (depending on your preference!), regarding an feature in eRep. that I don't think is possible to adjust. However if it is, then let me know!
Though I consider loyalty to be one of many fundamental traits associated with civility, how is it not possible in this game to offer employees short or long term contracts so as to stop the endless whoring jumping around various employers in order to earn maybe that extra pound?
And whilst I have been guilty of the same 'bettering yourself' principal, I think this idea/implementation would save a lot of hassle with regards to managing companies on a daily basis.
Comments
Tell Plato
v + s
There used to be a time when you couldn't quit for three days and this was used as an act of war - ie, new players were offered large initial wages in a company that had zero resources that prevented the new player from working. Hence the new player couldn't work, had no resources to fight and generally quit while bored. Any sort of contract that locked a player into the job could be abused.
the problem was more if it was a q5 company it would take up 5x as much health, leaving them with nothing to do anything else
good ol' Ministry of Work days
There weren't Q5 factories back then? All I recall at the time was that there was a dozen job types of which you built up skill in the industry you worked in. Employers would post jobs with minimum skill level and there was an inherited advantage for new players to start working in under supplied industries....
May have been Q4, whatever is was around ~2010
*blames appalling memory*
Yes, since writing the article I have thought of ways how companies may come to abuse locked contracts. The only alternative is to implement fail-safe features that probably requires complex algorithms in order to make it in the game! Or maybe introducing debt, in that a company may be required to pay off the workers and if they fail to do, a government, for instance, may be able to impose sanctions - whether limiting (if they are given the power to do so) the amount of energy they require every minute. Or some better alternative because, especially regarding the last point, that too can be exploited!
Close the business down.
Might as well quit the game by that logic! xP
I haven't bothered to try and hire anyone it's just not cost effective, there is no benefit in hiring staff,
Based on the UK markets and a weapons factory in Scotland...
Employee Hire 204 GBP
WRM 76.86 GBP
Q7 Weapon value after VAT 206.11 GBP
Which would mean for every employee I hire I'd lose 74.75 GBP meaning its only beneficial for heavy gold buyers who need more tanks than they can produce themselves as they would save ~130GBP on the cost of a days Q7
You can however loop around this Missing game mechanic Just by writing an unofficial contract.. ie, give employees a raise or a bonus to reward their loyalty
That is true but it'd be reliant on a very flimsy RP element/mechanic in my case!