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Author Topic: Player-based economy overhaul  (Read 1445 times)

kraskish

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Player-based economy overhaul
« on: October 05, 2010, 12:50:47 pm »

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:

I really dont know whats the respawn of caps at vendors but it seems like its one action every couple of hours and when it happens, one person sells all the junk and no caps again for couple of hours...

My suggestion is to:

1)static - stick with the now used technique - the oldest stuff turns into caps, but make it faster (various amounts of caps/10mins, lets say NCR 20 caps per 10mins?)

2)dynamic - each time transaction is made, some per cent of the value, lets say 10% of 0% deterioration stuff turns into caps (except radios :p) and oldest item disappear (1:1 ratio? or 1:1 value ratio)



Solution 1 would give reward for people who want to find caps and most of the time you dont really see it

Solution 2 would be real time conversion, could make vendors really what they used to be in fonline series (no deterioration at all)

What do you think?


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!



Delete the thread, I pasted my thoughts into another thread "Economy and currency"
« Last Edit: October 05, 2010, 10:06:31 pm by kraskish »
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