Jump to content
JakeInnit_

Business Updates

Recommended Posts

Fairly simple suggestion: make clothes shops, tattoo parlors, furniture stores and barber shops purchasable by players and open more of them across the map.

For each business ensure that owners must order some goods to their business which truckers must deliver prior to players being able to buy items. (Same as how the general stores/gas stations work)

Edited by JakeInnit_
  • Like 2
  • Upvote 3
Link to comment
Share on other sites

54 minutes ago, gyrhnr said:

No for furniture store as there is only one of them.

Same goes for hair saloon and tattoo parlours.

Clothes shop is okay

Hence why I suggested adding more of them, it would be more convenient and realistic to have many of them. In real life you dont just have one furniture store or barber shop in a city, you would have several with competitive pricing.

Link to comment
Share on other sites

In our current state of things, this would result in the already mega rich buying them up and becoming even richer.

It would add no new RP situations, be limited to a tiny portion of the community, and make the already skewed wealth gap even larger.

Without implementing a host of changes such as:

1) Some sort of limitations on business ownership

2) Requiring more online activity from owners

3) Implementing an employee systems to businesses

4) Finding a way to fairly distribute the income of scripted businesses

5) Etc.

Scripted businesses would not have any positive effects on the community, in my opinion. Scripted businesses are currently nothing but an automated, uninteresting system which only benefit a select few.

  • Like 2
Link to comment
Share on other sites

11 minutes ago, Jasmine said:

1) Some sort of limitations on business ownership

+1 to this definitely. Or else the same will continue to happen, the most rich will swoop in and buy the locations and add even further to their monopoly over the city, j think it would be more interesting to allow a wider range of people to own the buisinesses

Link to comment
Share on other sites

8 hours ago, Jasmine said:

In our current state of things, this would result in the already mega rich buying them up and becoming even richer.

It would add no new RP situations, be limited to a tiny portion of the community, and make the already skewed wealth gap even larger.

Without implementing a host of changes such as:

1) Some sort of limitations on business ownership

2) Requiring more online activity from owners

3) Implementing an employee systems to businesses

4) Finding a way to fairly distribute the income of scripted businesses

5) Etc.

Scripted businesses would not have any positive effects on the community, in my opinion. Scripted businesses are currently nothing but an automated, uninteresting system which only benefit a select few.

Yeah, can't wait for them to buy all the barber shops, clothing and furniture stores and triple the prices like the gun stores.  It is pretty evident leaving the pricing of scripted business up to the filthy rich people doesn't work for the city at all.  It also makes 0 sense that a bunch of gang members own all the gun stores, but I guess that's for a different thread.

Link to comment
Share on other sites

22 hours ago, Jasmine said:

In our current state of things, this would result in the already mega rich buying them up and becoming even richer.

It would add no new RP situations, be limited to a tiny portion of the community, and make the already skewed wealth gap even larger.

Without implementing a host of changes such as:

1) Some sort of limitations on business ownership

2) Requiring more online activity from owners

3) Implementing an employee systems to businesses

4) Finding a way to fairly distribute the income of scripted businesses

5) Etc.

Scripted businesses would not have any positive effects on the community, in my opinion. Scripted businesses are currently nothing but an automated, uninteresting system which only benefit a select few.

+1 on all this ^ . Players should only be able to own only one scripted business and be able to maintain it. If for example a fuel station is dry for three days it's marked as 'abandoned' until completely filled. After three weeks of abandonment, It's auto marked as 'for sale' at a deteriorating rate.

You could even analyse and balance profits by store type so there would be a near indistinguishable margin and while there would be a 'preferred' business to own. They would all make the player about the same amount. Actually, that's more complicated then it needs to be and not realistic. Preference and potential profit margins should reflect in the cost of purchasing the business.

Link to comment
Share on other sites

12 minutes ago, Xoza said:

+1 on all this ^ . Players should only be able to own only one scripted business and be able to maintain it. If for example a fuel station is dry for three days it's marked as 'abandoned' until completely filled. After three weeks of abandonment, It's auto marked as 'for sale' at a deteriorating rate.

You could even analyse and balance profits by store type so there would be a near indistinguishable margin and while there would be a 'preferred' business to own. They would all make the player about the same amount. Actually, that's more complicated then it needs to be and not realistic. Preference and potential profit margins should reflect in the cost of purchasing the business.

Make a seperate suggestion, this suggestion I created is for adding additional businesses. At the moment any one character can own a maximum of two businesses anyway.

Link to comment
Share on other sites

23 hours ago, Jasmine said:

1) Some sort of limitations on business ownership

This already exists.

23 hours ago, Jasmine said:

2) Requiring more online activity from owners

I believe if owners are inactive for a month then their business should be put up for sale and the price should deteriorate over time. The money from the sale should go to the inactive owner. 

23 hours ago, Jasmine said:

3) Implementing an employee systems to businesses

Sounds good and could be made into a separate suggestion. 

23 hours ago, Jasmine said:

4) Finding a way to fairly distribute the income of scripted businesses

With employees, salaries would need to be paid. Truckers fees also have to be paid. Taxes also get paid by business owners. 

Link to comment
Share on other sites

-1 unless there exists at least one Server/Government run business of each type that creates the baseline for the maximum prices to be set.  Gun Stores on this server show that if left to players to set prices they will basically fuck everyone over except themselves which is why IRL there are competition laws basically everywhere (Los Santos would fall under US Anti-Trust laws called the Sherman Act of 1890).   Hell, if there wasn't such a barrier to entry someone could very easily set prices to around half of what they are currently price fixing at and still make a very cool profit.  I don't want to pay 3k per clothing piece because a bunch of goons buys all of them.

Also, store limit per per character wouldn't stop a faction (or even a single person) from buying every store of a particular type. So even saying there is a limit in place is pointless unless that limit also considers factions and alternate characters (and linked accounts).  

Edited by TreMetal
typo
Link to comment
Share on other sites

3 hours ago, JakeInnit_ said:

Make a seperate suggestion, this suggestion I created is for adding additional businesses. At the moment any one character can own a maximum of two businesses anyway.

All of this directly impacts this suggestion. Unless these things are also dealt with, I am using them as the reasoning more businesses is a bad idea.
But I get why certain people would do anything to fight off limiting business ownership and the huge wealth gap.
 

  • Like 1
Link to comment
Share on other sites

9 hours ago, Xoza said:

+1 on all this ^ . Players should only be able to own only one scripted business and be able to maintain it. If for example a fuel station is dry for three days it's marked as 'abandoned' until completely filled. After three weeks of abandonment, It's auto marked as 'for sale' at a deteriorating rate.

You could even analyse and balance profits by store type so there would be a near indistinguishable margin and while there would be a 'preferred' business to own. They would all make the player about the same amount. Actually, that's more complicated then it needs to be and not realistic. Preference and potential profit margins should reflect in the cost of purchasing the business.

+1 absolutely on this ^

Link to comment
Share on other sites

10 hours ago, TreMetal said:

-1 unless there exists at least one Server/Government run business of each type that creates the baseline for the maximum prices to be set.  Gun Stores on this server show that if left to players to set prices they will basically fuck everyone over except themselves which is why IRL there are competition laws basically everywhere (Los Santos would fall under US Anti-Trust laws called the Sherman Act of 1890).   Hell, if there wasn't such a barrier to entry someone could very easily set prices to around half of what they are currently price fixing at and still make a very cool profit.  I don't want to pay 3k per clothing piece because a bunch of goons buys all of them.

Also, store limit per per character wouldn't stop a faction (or even a single person) from buying every store of a particular type. So even saying there is a limit in place is pointless unless that limit also considers factions and alternate characters (and linked accounts).  

The law you stated is meant to restrict "few" business from becoming oligopoly  cartels. Given the only barrier of entry is the scripted amount available this law would be applicable in that stance as their is no "barrier" from others opening a gun store other then scripting. An the current prices are based on the demand/supply of pistols supplied.

Link to comment
Share on other sites



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and our Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.