Couldn't the npc merchants try to keep track what items are bought by players? It could work like this:
Scrap barter, turn it into buy and sell, in both cases it's items traded for caps. Never items for items.
When player buys something with caps, it increases demand for that item. So next time the npc restocks, he will restock a bit more of that item.
When demand increases, so does the price for the item for selling and buying alike.
So if it's buffout, players will buy more and it will be restocked more. Those who want to sell it, make good caps by selling it. This way npc vendors are sort of middlemen in player to player trading.
If some item won't get sold, its demand will drop and so will the price for selling and buying. It will also restock less, in the end not at all until it is bought.
This means that npc merchants will:
- Restock items that players buy with caps
- Pay more for items players want to buy
- Rectock and pay less for items that players don't want
You're forgetting that if this were implemented the prices for buying items would also vary. Meaning that if Buster has 100 FnFals, lower levels may be able to afford them also. Meaning more of them would be sold. The thread author is describing a supply and demand system that WOULD VERY MUCH BE WARRANTED AND MAKE TOTAL SENSE.
Sense and sense. Sense won't make players suddenly desire fnfals even if they costed 1 cap. At least not now. The new disassembling feature might make crap weapons desirable if they can be broken down into hq mats.