Sorry, but I'm going to rip into this for a sec:
Paychecks have been removed from half of the jobs, instead you get money for what you do.
Honestly I feel you should either design all jobs around no paycheck or give everyone a stable $10 paycheck that doesn't change or something. Otherwise you have people who just do nothing but sit and wait for a steady dripfeed of money without doing anything fun or interesting.
Police Officer
The next rank in your police career, you are given a taser for your work. Your speed is slightly increased.
Oh, nice, now you can actually catch up to criminals and break the benny hi-
Criminal
You scum! Your speed is increased and you can pickpocket players.
Welp! Nevermind.
Marketing Branch
Sell your firearms to citizens.
Seems a bit shallow that the only thing you can really sell is firearms imo. Though I'm also highly against hunger, I really would love to see a server that actually encourages creative services using events, like teleportation subways or arcades/casinos.
Medical Branch
Heal terrified citizens. This job branch offers paychecks.
This job branch offers paychecks simply because there's not much demand for medics in the first place in a gamemode like this. Honestly I'd say that if one of the jobs requires a paycheck to work you should scrap and redesign it in the first place. Perhaps medics would also be responsible for drug delivery or something of the like?
in fact add a forgetin pizza delivery job holy stuff
Foreman
The final tier in the labor branch. You are rewarded with a chainsaw, a drill and you efficiently collect resources at a double rate.
hoo boy this will be a hell to balance compared to everything else.
Manual labor has always been the highest paying job on CityRPG's no matter what you do, simply because mining/chopping trees is an
infinite resource that never goes away. This leads to a very obvious blow to the ecomony with an easily bottable system in place like that.
There is no demerit limit. This means you can get jailed for a very long time.
Jesus Christ this is a bad solution to a longstanding mass RDM problem. You're just effectively banning people for doing crime, so how's it different from simply banning people for that?
And, before you say "well you get a dirty record", that only makes the crime problem worse, as you will
NEVER be able to switch your job to a police officer once you get bored of doing crime and want to do some crime-fighting unless you want to completely wipe your character or spend a lot of money just to get a chance to play as an easily-losable job with very bogus pay.
why not just ban the guy who blew up an airport and got jailed for 5 hours
The process for hiring an architect is simple and goes as such:
A client contacts an architect, they agree to a set value for the completion of the job.
The architect is given trust to the client's lot, and the client's money is taken but is not yet sent to the architect.
Once both players are happy with the completed build, the architect will get his or her money and will lose the client's trust on the lot.
If the client is attempting to scam the architect, the architect can cancel the job at any time. If the architect is up to no good, the client can also cancel the job. Cancelling the job will clear the lot and refund the client and revoke any changes made after the job request.
However, once both parties have agreed to the completed build, there are no refunds.
Why create a whole system for a job that can take much longer than an hour to complete to warrant a "contract" relationship anyway?
Instead, a proper real estate system would let architects to put up their lots for sale and let people purchase them without waiting for the architect to get online.
Other small things:
You cannot edit your build unless it is undergoing an architect contract. If it is, police officers can baton and fake kill any brick they choose.
Events will be limited, and custom bricks will fulfill most roles. I want to keep it straight forward for players.
See, why is there even such a limit in the first place? If you can hide forgettons of easily exploitable drugs in your lot, well its obvious what the majority of players will use lots for anyway. I've never seen the need for drugs in the first place - why not make lots act as your safehouse and possibly a money-maker via clever eventing (which will also be limited to hell)?
A better balance to strike, in my opinion, would be to allow people to purchase empty lots or lots built by architects. Don't completely cripple people who want to be CEO's of a big shop without having to cash out on some architect to do the build for them, maybe the CEO is a good builder himself.
On the other hand, if people really /suck/ at building, a smart choice would be to purchase a building from a respectable architect so they don't have to worry about their lot being flagged and deleted. Either way, bad builds will remain a problem, even with architects.
Firefighting
You're trained in putting out fires. You have the items to put out fires now.
But... you haven't even explained how fires would affect your build in the first place? Would it just be a "health hazard" so to speak? Would it occur randomly or would there be arsonists? Will it fake kill or completely destroy bricks?
Grapple Mastery
You have become the grapple master -- you now spawn with grapple ropes.
oh yeah great idea lets give our 10-star schoolshooter jihad bomber with a sniper rifle unlimited ability as well that will go well
Item Builder
With resources you gather, you can construct your very own firearms.
By resources, do you mean labor? But that would mean you'd have to be a laborer for this job to be even remotely useful, as labor branch won't have any reason to sell resources to anyone but the "global market" (aka infinite cash dispencer)
Narcotics
With those false prescriptions, make your own methamphetamine!
Again, needs to be elaborated. The current way drugs are handled in CityRPG are a loving mess for multitude of reasons.
Also, back to my previous point,
Being a drug kingpin should be fun and scary at the same time.
It's not fun if you get jailed for 5 IRL hours.
Honestly, all of this just sounds like a very barebones mod for CityRPG as opposed to a new gamemode. I can already see a lot of design problems with the way jobs are layed out and how the economy of CityRPG is not even considered. Please don't take this as a personal attack as I've also been frustrated about CRPG's and how most of them seem like a giant wasted potential for something that might've been fun.