What does this suggestion change/add/remove:
This suggestion, if accepted would make it so successfully administering a cure (Through injection) as a medical role would give an automated pay-out (like defibbing) But with the amount equal to the creation of the cure if not a little bit more for incentive (Maybe 10% mark-up).
If there could not be custom amounts dedicated to which illness is cured, SSL would require to look at base costs of creation to get an average cost to set the pay-out to at least make it so there's no loss when gaining the pay-out.
Possible Positives of the suggestion (At least 2):
- Would make cures effectively free if not a pure gain when performed by medical staff.
- Could be an incentive to play as medical and actually do part of the role right.
- Could give an incentive to play chemist again if thought out right during creation by SL.
Possible Negatives of the suggestion:
- Could be farmed by "smart" people if pay-out is higher than the base cost
- Would require Development time
- Would require SL to sit down with a multitude of people to get correct information which could be a hassle.
Based on the Positives & Negatives, why should this suggestion be accepted:
Currently curing people is only an obstacle a lot of people try to avoid as even if prices are lowered it still is a major funding sink out of the pocket of any medical staff and deters people from Following Guidelines or rules as there is no pay-out / compensation. With the current system it has also completely bankrupted numerous players who have no way of gaining that money back without going out of their way to sell the cures.
This suggestion, if accepted would make it so successfully administering a cure (Through injection) as a medical role would give an automated pay-out (like defibbing) But with the amount equal to the creation of the cure if not a little bit more for incentive (Maybe 10% mark-up).
If there could not be custom amounts dedicated to which illness is cured, SSL would require to look at base costs of creation to get an average cost to set the pay-out to at least make it so there's no loss when gaining the pay-out.
Possible Positives of the suggestion (At least 2):
- Would make cures effectively free if not a pure gain when performed by medical staff.
- Could be an incentive to play as medical and actually do part of the role right.
- Could give an incentive to play chemist again if thought out right during creation by SL.
Possible Negatives of the suggestion:
- Could be farmed by "smart" people if pay-out is higher than the base cost
- Would require Development time
- Would require SL to sit down with a multitude of people to get correct information which could be a hassle.
Based on the Positives & Negatives, why should this suggestion be accepted:
Currently curing people is only an obstacle a lot of people try to avoid as even if prices are lowered it still is a major funding sink out of the pocket of any medical staff and deters people from Following Guidelines or rules as there is no pay-out / compensation. With the current system it has also completely bankrupted numerous players who have no way of gaining that money back without going out of their way to sell the cures.