I think it would be great if there were an easy way of subscribing to the services of another player, by having money automatically transfer from the subscriber's bank to the supplier's bank every month,week, day or however the subscription is set up.
We could even have different levels or types of subscription services. For example, in one type it could transfer directly from the subscriber's bank (instead of his petty) and directly to the supplier's bank (instead of his petty), but it would also automatically deduct some of the payment that the supplier receives. Another type of service would take from the subscriber's bank and put it in the supplier's petty, and there could be lesser or no fees for it.
There could be a website designed for managing subscription services, what you're subscribed to, and what services you are offering for others. If you are offering the service, you could see the names of all the people subscribed to you (though maybe you could let some people remain anonymous if they choose to be), and you could see if anyone owes you money if for example they literally ran out of money and forgot to unsubscribe. You should also be able to see other statistics like how long they have been subscribed, how much money they paid in total, and maybe even see what they think of your service in a comments/ratings section.
As a subscriber, you could see what services are available, who's offering them, and the payment plans for each (how much, how often). You could comment on and rate the services that you have subscribed to before. Etc. Etc.
This would just be damn cool and would bring Hack Wars closer to having a more realistic economic system. The way it is now, it's impossible to know whether someone is paying you or not, so subscription services are impossible.
Some services that players could supply are things like providing updates to products they have released (such as Hacktendo games, various kinds of scripts) or various other things that may require some motivation for someone to want to do.
I understand there's bigger fish to fry, but this could be a great feature.
Give a man a fish...
Perhaps it would be better to give the players a way to implement subscriptions themselves. Revamp the petty cash watch and have it fire on any cash influx. Have functions that return the cash source and amount. The script can consult its little black file and update the subscriber's account to indicate their renewed membership. Other scripts can read that same file and recognize current members.
It's something of the same idea, but a much more hands-off approach for the devs. Easier for them to implement, and it encourages players to come up with their own elegant solutions.
The fish.
I agree, the fish would be awesome too and could be less work for the devs. I didn't really think about it that way. And programming my own code to handle subscriptions could be fun, and it could directly interact with my website.
Actually
Petty Cash watches trigger whenever you get money, either in Petty or from a transfer.
Couple that with a deposit line in the watch, and it'll reset.
Keep your head down, your ears open, and your connections encrypted.
Good Luck
--
no IFs, ANDs, or XORs.
Not a solution
Given the level required, depositPettyCash is open to all of 22 people at the moment, and that number is not exactly likely to skyrocket. This should be something that a moderate-level person can do.
Besides, does getTargetIP work for petty cash watches?
or is it?
Hey funnyman, ever heard of people buying scripts compiled to their specifications by a high-level player? That is definitely one way low watch level players can use depositPettyCash ...of course you do hve to have the money to pay for it (somewhere in the range of 100k+ ) and to answer your second question, yes it does.
-TTJ
(Im in ur compilerz lolin' ur codez !)
Hmm
I didn't know that. 0.o Lol.
In that case, I'll make a prototype subscription service petty cash watch.
cost to level merchant
Given the level required, depositPettyCash is open to all of 22 people at the moment, and that number is not exactly likely to skyrocket.
23 if I wanted to burn $5-6 million - if my calculations are right.
If they are right then it takes a little bit more than $7 million to level from level 0 to level 95. Keep in mind that this is the minimum number with the best required equipment. Having/Using more money shouldn't cost more but will require lesser deposit/withdraw rounds then to level up.
Maybe I'll add a merchant calculator on my hw page the next days.
PS: I would like if petty cash watches would always fire so we could implement the logic there when what to do (like the subscriptions)
Hey funnyman, ever heard of people buying scripts compiled to their specifications by a high-level player?
Hey TTJ, ever heard of people selling custom binaries with "added features"? (Those are the moments I wish I could turn my name to white back temporary >:> )
Watches can only be checked by looking at the CPU cost but that is not safe. I can understand when people dislike the idea to buy watch or HTTP binary from others players. scripts and other binaries are fine, they can be checked but those two cannot.
depositPettyCash() needs Watch 95.
Your calculations sound right for merchanting 95, but that's not what you need. You need watch 95, and watch is trickier/slower to raise, if less expensive.
"edited" watches
Yes silverlight, I have heard of that, but some of us are not interested in dishonest transactions. However, you do raise an interesting point ... it would be nice to be able to see the code in compiled watches you have installed on your computer. I am NOT saying that I want a peek at watch function (like peek at code) ... that would really screw things up. However, being able to see code in your installed watches would be awesome, and this would actually work very well with some sort of installWatch() function in attack (which would raise PVP to a whole new level).
-TTJ
(Im in ur compilerz lolin' ur codez !)
installWatch()
Ooh, I like the idea of installWatch(). Would be awesome to be able to install a heal watch on your zombies so they don't overheat.
Bump
because i realy like this idea and don't want it to be forgotten... in game suscription services would be so nice, and save a lot of effort and make the economy more flowing and make it more appealing to make a nice website with some nice features
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As I said before
As I said before
PS: I would like if petty cash watches would always fire so we could implement the logic there when what to do (like the subscriptions)
A limit
Personally subscriptionione game is getting a little old and grey. this would amp it up, and be a whole lot more fun. PVP would go to a whole new level. There is one issue, "with great power comes great responsibility". if installWatch() was implemented, or something similar, you need to make sure it will only allow certain watch codes to be viewed, if any. I mean, you don't want someone like an enemy peeking at how your personal watches are. There may be a flaw in them, and it could give them the advantage... If I have misunderstood or am wrong, do correct me.
Well thats my input, see you in-game!!! :-D
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