Posts: 6,280
Threads: 329
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
Hi all. I'm looking for developer recruits in Story and Economy - if this sounds like something you might be interested in, read on! To explain what these roles are for and what you'll be doing:
Story - you will help shape the mod's lore by creating and discussing plot proposals, soliciting feedback from players, preparing the infocards needed to actualise plot developments, organising community contributors / infocard review projects, and working closely with event and systems devs to ensure the story is a playable experience the community can actively interact with.
Economy - you will primarily be responsible for assigning commodity buy, sell and resell points to expand the existing trade system (commodity prices are calculated automatically). You will be involved in coordinating with story and systems devs to ensure that changes are well reflected in the game economy. You will be assist with balancing the dynamic player economy, which incorporates mining, POB construction / modules / recipes, refining, and manufacturing.
Please submit the following alongside the normal staff application template.
1. Can you describe a Discovery plot arc / storyline (current or past) that you feel didn't meet its potential? Why do you feel it failed? What would you have done differently?
2. Are there any plot arcs / storylines that you feel were not satisfactorily addressed by Discovery? This could be a vanilla element that Discovery hasn't addressed, or a mod storyline that has been left in limbo. How would you provide a payoff to this arc?
3. If you had full creative freedom to choose Discovery's next plot arc, what would it be? What materials or changes would be needed to implement this story?
Please submit the following alongside the normal staff application template.
1. How important do you think the regular commodity economy is versus the mining / High Risk Commodity (refined) economy? Why?
2. If you had complete discretion to add or delete one commodity, which would it be? Why? What would the intended impact be?
Download a copy of econ_bases.ini. This file is how commodities are assigned to bases by economy devs, using three simple flags: produces = (sells at base value), resells = (sells with price set by distance from closest producer), consumes = (buys at a price set by distance from closest producer). Notepad++ is recommended for working on ini files.
3. Implement some changes to this file that you think would improve the economy and gameplay experience (does not need to be extensive).
4. Provide a changelog for the alterations you've made.
5. Explain why you made those changes, and what the intended impact is.
What we're primarily looking for are people who are ready and willing to put pen to paper and push out infocards and econ tweaks. Contributing ideas is all well and good, but we need to be able to keep up the tempo on delivering actual results for the community.
If you're interested, please consider putting in an application for either (or both!). If you would like to discuss things first, feel free to reach out to me on Discord (generalretreat) and I'll be happy run through any questions you may have.
Since you seemed to be a somewhat reasonable person in some of the work in the past you did I'd apply, if it werent for the fact that glorious team discovery still has their priorities not only wrong but on backwards, and any nitpicking small details wont change the wrong direction the most important aspects are being taken to. Any work put into the mod is wasted if that doesnt change.