Mission token budget idea
((I like it. I like it a lot, and for several reasons:
1) It adds complexity, not the bad look-crap-up-in-endless-charts-with-calculator-within-reach, but the good kind, the kind that makes you brood and doubt and reconsider whether to use a lot of tokens on extra gear, or to take your chances and risk not being adequately equipped for the mission.
It creates a situation where 2 emotions, greed versus fear, have to be balanced. Greed, as in the promise for more tokens, versus the fear of not being ready to face the cosmic horrors PW throws at you. I like the idea of that.
2) Something I already thought was 'unbalanced' with the token system before, but never brought up because it seemed rather unsolvable, is that single-use items will get used more often. Before, people wouldn't invest in stuff like grenades, nukes, medical supplies and others because, while potentially helpful, it was very doubtful you would get as much 'return' on your investment as opposed to, say, buying a better suit for yourself. If, for example, you buy some grenades but you throw them at the wrong moment you're practically pissing away valuable tokens. With this however, you can keep investing your personal tokens in 'upgrades' while using mission tokens for expendables, like spending 2 mission tokens on a crate of smoke bombs and dividing these among the team.
However, I agree that letting team leaders divide remaining tokens at end of the mission might not be the best idea. While I'm 100% sure Caellath and SC wouldn't play favorites, I can understand the concern. (As for myself, any bribing proposals, ass-kissing or threats can be send at
corruption4life@yahoo.com).
Therefore, I propose we use this for dividing tokens:
at end of mission, all equipment bought with mission tokens get returned at resale value (not full value), these are added to tokens not used before the mission.
This pool gets evenly divided amongst players.
Total pay would then be: base pay (could be current 5, doesn't have to be, could vary on mission length/difficulty. Mostly so even newbs or people who had unexpected real life stuff can progress a little) + part of mission token pool + bonus from Steve based on mission performance
Or, if the mission token budget is a bit too high, it could be: base pay + part of mission token pool, Steve decides how much you get out of this pool.
This way, we still get the greed/fear mechanic, while making sure there is no friend-politics involved.
Well, except when the budget has to be divided in the beginning of the mission, that I think should remain with the players.
(Yes, I'm advocating that my character doesn't get the easily-abused extra power.
Now where's my damn medal )