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Author Topic: Economy and currency  (Read 4783 times)

Re: Economy and currency
« Reply #30 on: October 01, 2010, 04:28:44 pm »

I think the current system with caps is okay.
There are caps regularly in certain shops.
Also you can trade items for other items, for instance ammo so you don't have to go mining regularly.

I would be much more interested in seeing different pricing based upon geographical location on top of pricing based upon the interest of the trader.
For instance uranium ore costs 125 in BH and BH caravans, but would cost 175 in NCR, 225 in Junktown, 250 in the Hub, 300 in Adytum, etc.
Towns like NCR with mines would have normal prices for anything craftable from normal minerals and ore, but higher prices for stuff made from hq ore and minerals.
Meat and hides would be cheaper in Modoc than everywhere else, hq and the stuff made from it would be cheaper in Gecko, BH and Redding, drugs and medical supplies would be cheaper in VC, etc.
Stuff like skins and scorpion tails could be the same price in all towns they're close too, but more in SF where they're further from.
Also as raiders mostly get stolen stuff, everything should be cheaper there.
All of this includes both buying and selling.
Downside is that I think this is hard to build in.
« Last Edit: October 01, 2010, 04:34:37 pm by HertogJan »
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Re: Economy and currency
« Reply #31 on: October 05, 2010, 08:24:02 pm »

well for any manger changes in the Economy  i think it woud have to be done after the whip for buying meaks gun that use and  lilike  say for the 14m user 300ap ammo  and a  14mm gun  the hire wooed take the scruples ammo  and sell it in her in
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Re: Economy and currency
« Reply #32 on: October 05, 2010, 08:48:54 pm »

Why not implement barter to haggle base prices, not only increaseing the amount of prices goods are sold and bought for, but maybe even make a profession under the name "Caravaneer" where a character can become the caravan leader and make trips across the wasteland with his/ or her band of Mercenaries, slaves, players, and an occasional dog.

I just have so many Ideas I cant begin to describe them in less then 100,980,654,343 hours!
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kraskish

  • Chars: Perforator & Penetrator =D
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Re: Economy and currency
« Reply #33 on: October 05, 2010, 10:02:15 pm »

Ill quote myself. I also firmly believe the economy is not fixed at the moment.

Everybody knows hows the shops you visit like: tons of radios, and other non stackable items and of course no caps. Im so grateful for an economy one needs to camp or travel through many towns just to acquire currency, ironically though to travel fast enough one needs a car now (bought by caps you nor vendor has). The demand for caps raised with implementation of cars but supply remains constant and also, its almost impossible to find caps in southern towns at any time, which means you cant progress in game not risking being killed (caps are demanded like a basic thing but acquisition of it is troublesome). An one more thing... the economy is now, is not really player-based because of farmed weapons in shops....thats why I suggest following:


Either make some NPCs drop not weapons but caps or more of it or:


1) make a division of vendors in towns:
  • Standard vendor- buys/sells only brand new items (excluding radios) and HAS caps replenishment - requires Ch3 (the oldest item disappears)
  • Pawn shop vendor - buys/sells new and deteriorated items and DOESNT HAVE replenishment - requires Ch1

That way economy can be player-based. New items are crafted and crafters are rewarded by new items or caps. At standard vendor people could only pay with new items or caps, that way, we would have some real shop, caps would flow from players more often.


2) Profession trainers' fee could be paid in caps or items the NPC demands, for example:

Gunsmith lvl1 (1500 caps or:)
  • 10mm pistol (0% det) x 2
  • shotgun (0%) x 2
  • 100 10mm JHP
  • 100 slugs

Gunsmith lvl 2 (3000 caps or:)
  • desert eagle x2
  • Tommy Gun
  • Grease gun
  • 500 magnum FMJ

Gunsmith lvl 3 (4500 caps or:)
  • Assault Rifle x2
  • Combat Shotgun
  • FN FAL
  • 14mm AP x 500

Of course items could vary, so it would be like quest-like. The problem now is that when theres not enough caps you cant progress with the game, youre stuck (in other words, if you play in peak time = youre fucked)


3) Faster caps replenishment at vendors

I already wrote about that, but its one of the things that in combine with previous two points would make it even better:


4) NPCs buying all the shit for caps:

We could have vendors buying useless crap for caps. They would buy things for 5% of the value, so it would be like last resort to get caps. Im not in favor of this solution as it can increase caps superficially (but it would also destroy useless crap spammed at vendors)

5) More varied recyclable NPCs


I liked the idea in junktown NPC buying spears for 50 caps, just imagine radio seeker NPC!

6) ?? Your suggestions!


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