Since it is our goal to be transparent and this is within my sphere of influence (at least the conception and design phase), yes I can elaborate a little further.
Scripted jobs will be kept to a minimal amount and will pay
significantly less than roleplay jobs (I am not talking half, I am talking one tenth if not less). Players will be encouraged to seek "employment" with either legal factions or a concept I sadly cannot share much about YET, to receive a steady flow of income.
Furthermore, the prices of vehicles, houses and apartments will be in the area of $15,000.00 to $500,000.00 with outliers on either side really. Houses or apartments in areas claimed by gangs, thanks to the great support from Faction Management and
@Xgin here, will be nowhere near $5,000,000.00 or generally speaking nowhere near the $100,000.00 mark. They will be affordable in terms of monetary effort needed to buy it, to allow factions to establish themselves. Player to player trading with absolute ridiculous prices will also be combatted by my team, if we see/find/get a report from someone or possibly even by the script that only a certain percentage of the MSRP can be added to the sales value. Plus with an active and engaging Property Management team in close cooperation with Faction Management, there shouldn't be any housing held by inactive players for long.
I'll give you a concrete example:
The projects of South Los Santos, have many buildings that would be suitable for apartment complexes, but also standalone houses. Since we suppose that many gangs will focus on blocks around there, we can somewhat anticipate the rate of crime and such. Furthermore, we know that these areas will be highly frequented by players who seek to join these factions. To allow them to establish themselves in this area, the prices for an apartment in one of the complexes would be $15,000.00 to $30,000.00 (depending on the number of the rooms). Not more, since it is realistic that areas with gang activity or illegal activity would be relatively inexpensive to settle in. There are more details for this that I cannot share at this point in time, sorry.
Now with that out of the way, how we aim to counter the script job grind and allow people to focus on roleplay, we have multiple ideas floating around:
One such being - players can take jobs in any business that is owned by the server and roleplay their jobs there, if someone is actively attending the business (e.g. a grocery store), there might a blip on the map indicating it is staffed actively, or other non-staffed businesses will be locked. Through this the player not only gets a paycheck (yet to be exactly defined how this will be handled, so I'll go with the hourly format there are more ideas for this) from the business, but also a sales commission from the goods that were sold during the time the player staffed the business (if multiple players staff the same business the formula for the commission would be: sales commission divided by the number of players staffing the business).
Another being a system similar to the faction system, where players can employ other players. This could work wonderfully with garages, dealerships, clubs, restaurants and so forth.
And last but not least, there will be a sort of welfare that a player will receive as long as they are not employed by: a) a legal faction, b) a player owned business, c) exceed a certain value held in assets (arbitrary number: $200,000.00), which will cover all the necessary expenses a player might encounter daily. With that said, of course we need to consider the prices of all other goods aside from vehicles, and properties. I personally don't want to see entrance fees exceeding $100.00, or drinks and food costing more than $50.00 in non-exclusive businesses (that will actually be a requirement for leasing a business from my team, that you will not put extraordinarily high prices on items or give them away for free for no reason whatsoever). For prices of guns and drugs I have little to no input on as that is more in the jurisdiction of
@Xgin and his team and they could give more input on these. At least from the legal side of things, I can assure you I will use everything in my power to avoid unrealistic prices on consumer goods. Also noteworthy to mention here, I am at least in my sphere of influence employing the concept of finitism and scarcity. Which in turn means, there won't be unlimited housing, there won't be unlimited supplies, and most important for me there won't be an infinite amount of money floating around in the part of the economy I oversee.
We are also working towards making the aforementioned welfare system as something that can be to some extent be influenced by the State Government ran by
@Maxim through budget allocations and such, though no details are yet ready to be published (principle of finitism again, if the Govt decides to allocate more funds towards welfare but that in turn means they go over the budget cap and can't sustain it, it will be cancelled out) on how exactly that will pan out.
This is the general outline from my side and my team. For future reference you can look up the posts by
@ezkNYNE on vehicles and such, or generally take a look at my post history in regards to similar topics.