Correct, and I agree with Psy. Most popular servers do NOT employ a charge per prop mechanism. However, the reason you WOULD do so, is to employ a realism aspect into the game; you can only build so much when you start out, then as you become more prominent and have more money, you can eventually move on to bigger and better bases and shops.
To grief one doesn't need many props. A few of the largest ones will do.
I think that argument for prop-payment is therefor invalid. Propspam should be discouraged in other ways.
And when the price per prop is so low, why not just make it free?
Meh it actually doesn't really matter I guess.
My recommendation is to not have a charge per prop, however. Also, the prop limit should be around 30-50, depending on how stable the server is and how much it can handle.
I also have a slight qualm about the money printer cooler and money printer collector items; although it does give a little more depth (and price) required to use money printers, I don't think it's worth it. It stops new players from being able to afford money printers for even longer, and it really doesn't add much to the gameplay. Instead, money printers should be available to standalone (in my opinion, of course) and the cooler/collector feature shouldn't be utilized until everything about the RP is balanced, classes are finished, prices are set, etc.
Next on the agenda: Shipments. Many of the servers I've played on have the following system set into place. This is just an example, obviously.
Say for example I'm a gun salesman (weapon dealer, etc etc) and I'm selling guns. I can either choose to buy SINGLE weapons (say, a shotgun for 400) or I can choose to buy a SHIPMENT of weapons (Say, that same shotgun as a shipment for 3000 for 10 of them, making the price 300 each.)
Now, this gives a lot of playability and competition between salesmen; obviously, the person who bought the shipment will be able to sell at a lower price. However, because they have a shipment rather than just single weapons, there's more risk in doing so (ex, if he's robbed or killed, someone can steal the entire shipment, and he's left with nothing) and this gives a great deal of playability as the gun dealers. I've seen entire economies based off of this fact alone.
Now, a variation of this would be to only allow certain types of weapons to be bought alone (singles) and other, more powerful weapons, have to be bought in shipments. Example: pistols can be bought alone, but rifles have to be bought in shipments. This allows pistols to be more popular among gun dealers, and allows for variations in the weapons in the game (since if you buy a shipment, you have to sell them all - Different gun dealers will sell different items)
And speaking of being killed, this brings me to my next point: People should not drop their weapons when they die.
You might ask, why is that? Well, because it breaks down the economy and stops gun dealers from making as much money as they should. Allow me to explain.
When someone dies, if the weapon disappears, then they must go out and buy another weapon (or at least take one from their shipments, etc) allowing the guns to be used up and allowing for free flow of the gun-related economy. if the guns do NOT disappear upon death, then they stay IN the game. For example, if there are 10 people on the server, and they've all bought a gun, then there will technically be no reason for any of them to buy a gun; no matter how many times they die, there will always be 10 guns in existence on the server, so hypothetically, the gun dealer would just go out of business, because the market is over saturated and he has no one to sell to. This isn't even considering the possibility that certain jobs (ex, police officers) spawn with weapons. If one of them dies on the job (or the potential of minging doing this) then they drop a weapon, which can then be picked up by someone, leading to free guns for everyone! That's not good for any economy. (Plus, it leads to police officers dying, keeping all the weapons stockpiled, then changing class and keeping all the handy dandy guns to themselves)
Edit number 5: Although I cant test this right now (because no one else is in the server) there's one more thing I want to mention. This is a big debate among different servers, and it makes a big difference in the gameplay for police officers; do you need a warrant in order to arrest someone and send them to jail? For example, if I see someone robbing a bank, can i just run up to him and hit him with my arrest baton, or do I have to go through and get a warrant for him first, potentially alerting him to the fact that I'm coming to arrest him? On the other hand, if you don't require a warrant, there's always the potential of accidental arrests (someone walks in front and BAM, arrested) as well as minge police officers, arresting for no reason. That's one thing I wanted to bring up, I don't know what the server is set to ATM.
Edit number 9001: I just tried going onto police class, and the first thing I noticed, is that the police officer weapon load out is EXTREMELY overpowered. They do NOT need to be running around with mp5s - If they need weaponry that heavy, they can buy their own weapon from a gun dealer (thereby contributing to the economy) - They should be starting out with a pistol, rather than a submachine gun. That allows them average survivability, and gives them room for improvement. Also, the flash grenade seems extremely unnecessary. I see it as being more of a minge tool than anything else.
Another thing about police officers is whether they should be allowed to unfreeze props with the battering ram. The positive of this, is it allows police officers to break into people's houses (in the name of justice, of course) and take down keypadded doors, for example. The problem with this is with mingy police officers - They'll destroy someone's entire base, just because they can, or they might unintentionally destroy the base as well.
Recommended General Rules
Obviously, these rules are VERY generic, and are just examples of some of the rules that should be employed.
-No Metagaming (That includes talking OOC about in character things, as well as using numpad to open doors, abusing keypads or fading doors, etc.)
-No RDM (This is basic - you must have a reason to kill someone. The basis of every RP server.)
-No random arrests/warrants - You must have a defend-able reason for arresting or warranting someone, in case an admin asks.
-Keypad Door Rules - Ex, maximum of 2 keypadded doors per base, with a minimum open time of 4 seconds. They must be visible (hidden keypads allowed?) and possible to use.
-No prop abuse (This includes prop pushing, spamming, blocking, trapping, etc)
-Admin's word is law (If he tells you your base has a propblock, remove it.)
-No invisible props (?)
-Your base must have at LEAST one fully accessible entrance - More than one is allowed (and if you have one entrance, you may block off others as you wish)
-Your base must also be accessible by ONE person - There should be no buttons that require multiple people to enter, etc.
-No outrageous bases (ex, 5000 props, takes up half the map, etc)
-No claiming "areas" or entire sections of the map for yourself (however, if it's for a gang, this could be allowed)
-No purchasing doors in other people's bases/buildings
-No building in other people's areas without permission
-Play as your JOB - Doctors don't steal, police can't have money printers, etc (an exception is thieves being able to sell things that they have stolen, ex: a shipment of stolen weapons)
Thats all i can think of atm ^^
Obviously, these are just the suggestions and opinions that i could think of from playing for about an hour by myself on the server. There are a LOT more things that I have to say from experience, and if you have a question/comment/etc about anything I said, or want to know my opinion on something, feel free to ask away. ^^
Edited by Arex, 03 April 2011 - 05:04.