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Poll

What trade system would work best?

Back to last session, Thousands of caps in each shop often.
- 9 (30%)
A sort of paper (script) worth trade value, but not caps.
- 7 (23.3%)
The way it is, Trade is what you get, item for item.
- 10 (33.3%)
Other.
- 4 (13.3%)

Total Members Voted: 30

Voting closed: March 11, 2012, 06:21:39 am


Pages: [1] 2

Author Topic: A New Trade Value System.  (Read 1842 times)

A New Trade Value System.
« on: February 10, 2012, 06:21:39 am »

Ok, so I have given this one some though, and hope this becomes a good topic of discussion. First the back story.

My dad and I have been fighting, what started with gouls, storing insane amounts of guns together, and would sell them for caps, guns or armor. The stuff we had gathered's value was refered to as T.V (Trade Value). When ever I needed to buy an AR, I would say "I'll Give you 2K T.V" Finaly, after enough time, we got a base, ammo, guns, and armor and had decided to make new characters to hunt the creatures near New Reno and San Fran. It didn't take but a day to get level 12 characters who could tear apart good amounts of creatures, and would take the end results back to the base, pile them up by type and return to fighting. Ok, finaly it is time to divy out the stuff. I am dreading this beacuse of the insane amounts of each gun. I start with just the tommy guns and having 200+ stock piled on top of each other will have to seperate them. Then I thought, what was the point of separating it if the stores don't have caps to give back. I am all for the no capse policy (In fact I was rather excited when I first heard the "no millionair wasteland gangs"), but there is nothing I need. My main problem is that I don't even know what it is all worth.

So now I thought, why not just make a paper money, not worth caps and no npc will want (for buying cars, bases, quests, proffs) but will use to buy guns you have. It is some what similar to have caps, but they can not be used to buy tons of cars bases, mercs what ever. This is my suggestion, using something that is worth 1 "trade value". The sprite could by the redding mining scripts. Not all merchants might use it even. I was thinking maybe the Gun runners and San Fran don't use it, but the Hub, N.C.R, and Junktown (The towns who did and did not like this would vary, acording to the developers).This is because, in my position, We now have tuns of guns, but no real value on how much they are worth. I am curious what you think is good as well. If you have a suggestion, add it here as well.

- Caffeine
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Re: A New Trade Value System.
« Reply #1 on: February 10, 2012, 07:02:25 am »

I fully support your idea. In addition, we could have some kind of currency exchange in banks, each banks exhange value should vary, similar to interest rate... or something like that:)


P.S. I think this topic belongs to "Suggestions" section.
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ObliviDan

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Re: A New Trade Value System.
« Reply #2 on: February 10, 2012, 07:13:57 am »

First of all... You play Fonline with your Dad?! That's fucking awesome dude! Second... This is actually a very well thought out idea. I like it. I don't know if others will but I do.
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TKs-KaBoom

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Re: A New Trade Value System.
« Reply #3 on: February 10, 2012, 10:01:31 am »

Uh yeah, trade value, they were once called, hmmm let me think about it.......
it's coming to me.....
wait for it.....
O I think I have it.....


CAPS

Seriously, any arbitrary unit such as caps, gerbils, blocks of wood, paper script is just that either its backed by its intrinsic value or its "faith" based value.  In the case of the wasteland the humble bottle cap was chosen because of it's supposedly inherent finite supply and difficulty to counterfeit in the post apocalyptic world (although there seems to be little problem manufacturing plasma pistol technology, go figure).

That said, the developers in their divine wisdom took out the "trade value" of merchandise, and basically put a lock down on all merchant caps.  Why would they want to go backwards?  I think it would be cool to have "trade value" but obviously that's not the direction the game is going.
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café saké

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Re: A New Trade Value System.
« Reply #4 on: February 10, 2012, 12:44:59 pm »

Hi,

Nice suggestion, i remember in FO2 opus, you can found in Redding 2 types of spécific money for miners of Redding.
I hope  Develloppers implant one day specifics moneys for Redding and other towns.
You can't buy everywhere with that, you can't buy cars, you can't depose it in banks, you can't buy bases ?
And you can find it more easely than caps in barters, encounters, quests.

Sorry for bad english.

P.S. : i like new system of troc.
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Re: A New Trade Value System.
« Reply #5 on: February 10, 2012, 01:45:15 pm »

good idea money made of gecko pelts, weight: 0, u hunt a gecko skin it, and u can make a $
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Solar

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Re: A New Trade Value System.
« Reply #6 on: February 10, 2012, 05:48:50 pm »

We will eventually have multiple currencies. Would make it easier.

In fact we already sort of do. Caps and gold. Its just gold isn't used much.
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ObliviDan

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Re: A New Trade Value System.
« Reply #7 on: February 10, 2012, 06:12:30 pm »

I use gold all the time. Well I used to... Mainly to decorate my tent I guess but still... At least I'm using it right?
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Re: A New Trade Value System.
« Reply #8 on: February 10, 2012, 07:38:20 pm »

We will eventually have multiple currencies. Would make it easier.

In fact we already sort of do. Caps and gold. Its just gold isn't used much.



Just make The Gold to be the only one currency needed for base construction... profit, pain, harshness...:)
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Re: A New Trade Value System.
« Reply #9 on: February 10, 2012, 10:39:03 pm »

We will eventually have multiple currencies. Would make it easier.

In fact we already sort of do. Caps and gold. Its just gold isn't used much.

the weight must be 0g, thus the gold is not being used, its too heavy
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Solar

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Re: A New Trade Value System.
« Reply #10 on: February 10, 2012, 10:49:49 pm »

Yes, this would be the "sort of" element of it.

We have ready made currencies already, so it won't be too hard to implement.
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Re: A New Trade Value System.
« Reply #11 on: February 11, 2012, 03:22:03 am »

one of gecko pelts ?  ::)
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Re: A New Trade Value System.
« Reply #12 on: February 11, 2012, 04:05:08 am »

I really like the idea of "town money"

Buy, sell and trade in a particular town only...distinct value difference between it and caps/gold/etc...maybe add a feature of random encounters that do trades in town currency for special items (would need to have town currency in inventory to get special dialog/trade items).
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Chewbakka

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Re: A New Trade Value System.
« Reply #13 on: February 11, 2012, 10:59:09 pm »

I like this idea quite a bit, the main problem w/caps last sessions was definitely surplus of bases(causing a lack of available factions), and the amount of super mutant mercs running around. So I love how they made caps more valuable, a script for trade value(can't be traded in for caps, or if so at fraction of actual value) for buying equipment.
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SomeOne

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Re: A New Trade Value System.
« Reply #14 on: February 11, 2012, 11:53:47 pm »

I think that any type of ammo should be acceptable by every trader as universal money, some of them could give you more, some less, but everyone of them should give some offer. It means no more shitloads of ammo wich not used., caps are have same value as now., trading become more comfortable. Remeber, AMMO is the most valuable currency in wasteland!

So on, i was thinking if it could be possible to buy bases and cars through barter, cause the main problem, as i can see it, that every "big buy" requires caps only. So lets say there is a base seller who have a map (or key for car) with ur new base location and it costs same as in caps value. After u get that map, u read it, and here is ur base!
« Last Edit: February 12, 2012, 12:18:09 am by SomeOne »
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