Other > Suggestions

normal economy in the game

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Spacefucker:
Many say that evil - a lot of money in the game. I do not agree

Evil is not Caps. They simply facilitate bartering. evil - megaton loot that accumulates from traders.
Evil is that traders are buying cartridges for 5 caps (or exchange it) even if he has 100,500 of these cartridges.
He buys almost broken Kalash despite the fact that he has 120 assault, 200 and 600 minigun Mauser.
You just have to include brain and think about a system for sharing loot with the bid.

My suggestions:
1. traders to buy only what they have is not enough. if something gets a lot - the price drops down to zero (an example of dialogue: "this minigun is 1500 cps, but I'll give you for it 5 because I have too many"
2. respawn goods only drug dealers in New Reno
3. traders are not buying goods which repaired, only just made or svezhesnyaty from the corpse (the price is reduced proportionally to the degree of damage)
4. The total amount of money in the game - a kind of constant, and little is added during the registration of new characters. And here it would be nice to make some accounts with sophisticated recording and the ability to create within them 10.5 characters. Example: in game 1 billion. when a new account is added a million more (for 1K each bargaining, NPC, etc.) Caps on random encounters to remove all (you can leave caravans perhaps, but from the same amount)
5. Banks can not do more than a piggy bank and a means of safe transportation of money from city to city (and make the possibility of attack on the representatives of FLC in the wasteland and away their money) for a certain percentage (which flows into the total and distributed among the bids, etc.)

spike allen:

--- Quote from: Spacefucker on June 10, 2011, 05:28:54 PM ---5. Banks can not do more than a piggy bank and a means of safe transportation of money from city to city (and make the possibility of attack on the representatives of FLC in the wasteland and away their money) for a certain percentage (which flows into the total and distributed among the bids, etc.)

--- End quote ---
This actually could counter the banking system flaws, only one problem : What about camping the route of the FLC caravans? One day and no money on all bank accounts:D

Spacefucker:
you misunderstood me. You can lose money if you did moving money out of the NKR in Vault-City, such as on caravan with the guards who transported the money fell into the wastelands. Naturally, you can lose the entire amount if you decide to move it completely from town to town

Haraldx:

--- Quote from: Spacefucker on June 10, 2011, 05:28:54 PM ---He buys almost broken Kalash despite the fact that he has 120 assault, 200 and 600 minigun Mauser.

--- End quote ---
I WANT THAT!!! ;D
Nah, just joking. Back to topic.

--- Quote from: Spacefucker on June 10, 2011, 05:28:54 PM ---
My suggestions:
1. traders to buy only what they have is not enough. if something gets a lot - the price drops down to zero (an example of dialogue: "this minigun is 1500 cps, but I'll give you for it 5 because I have too many"
3. traders are not buying goods which repaired, only just made or svezhesnyaty from the corpse (the price is reduced proportionally to the degree of damage)

--- End quote ---
1. I always said traders should not buy stuff they don't need. Also, why the heck would a gun-smith need a broc flower for example? Why would he buy a radio if he has 9001 radios on him?
3. As far as I know broken stuff already cost less.

Spacefucker:

--- Quote from: Haraldx on June 10, 2011, 05:58:22 PM ---3. As far as I know broken stuff already cost less.

--- End quote ---
We must change the calculation of the cost of the broken goods. For example: the shotgun with the degree of damage 0% is 100 caps. with the degree of damage 30% costs 70 caps, with degree of damage 99% - 1 cap. Very simple and effective.
And the stuff that someone has repaired before the dealer does not buy AT ALL. Let the traders themselves slowly repairing broken stuff and sell them more expensive.

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