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Why FL economics does not work - Printable Version

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RE: Why FL economics does not work - The Savage - 12-08-2015

What about making moneysinks that do not affect all players and are optional, rather than forced? This idea is even worse than raising price of the cloak ammo.


RE: Why FL economics does not work - Corile - 12-08-2015

Quote:- Statical economics;

tl;dr, but this is the only big problem here.

Make traderoutes that are done often less profitable and raise other ones over time. It eliminates the necessity for buffs (although they still can be used to show particular changes with the situation of bases and houses). If the players trade a lot, more and more traderoutes are saturated and you have to do the less profitable ones. Jump to a fighter for a while and the prices go back up eventually.

This was implemented to a degree on Hamburg City, albeit poorly. Could be improved here.


RE: Why FL economics does not work - Driculi - 12-08-2015

(12-08-2015, 07:22 PM)FluffReborn Wrote: What about making moneysinks that do not affect all players and are optional, rather than forced? This idea is even worse than raising price of the cloak ammo.

This is the worst thing I've seen on all this thread


RE: Why FL economics does not work - The Savage - 12-08-2015

(12-08-2015, 07:27 PM)Driculi Wrote:
(12-08-2015, 07:22 PM)FluffReborn Wrote: What about making moneysinks that do not affect all players and are optional, rather than forced? This idea is even worse than raising price of the cloak ammo.

This is the worst thing I've seen on all this thread

Moneysinks shouldn't affect the new players, because it would discourage them from playing further, if they find out all the credits they have earned would be spend on ammo alone.

What about moneysink that is activated via FLHook, such as roguelike mode or... I dunno, acticvation of the creditial death penalty.


RE: Why FL economics does not work - Swallow - 12-08-2015

Quote:I would like to bring this up again to cover all the issues and make some conclusions for myself. This is the main idea of the thread, I am not proposing to change anything.
This is like a research to reveal the weak spots of the model.
...
FL is not having a natural way of treating winner or loser, gameplay-wise no one here loses. This alongside with quick wealth saturation brings rather boring gameplay-wise experience, and with rather low player activity it harms the RP side of playing.



RE: Why FL economics does not work - Driculi - 12-08-2015

(12-08-2015, 07:33 PM)FluffReborn Wrote:
(12-08-2015, 07:27 PM)Driculi Wrote:
(12-08-2015, 07:22 PM)FluffReborn Wrote: What about making moneysinks that do not affect all players and are optional, rather than forced? This idea is even worse than raising price of the cloak ammo.

This is the worst thing I've seen on all this thread

Moneysinks shouldn't affect the new players, because it would discourage them from playing further, if they find out all the credits they have earned would be spend on ammo alone.

What about moneysink that is activated via FLHook, such as roguelike mode or... I dunno, acticvation of the creditial death penalty.

Recruite id not affected by the moneysink will Be a beeter idea for the new players


RE: Why FL economics does not work - pillow - 12-08-2015

Note: I didn't read anything in this thread besides a few words from the OP, but the word 'guns' gave me an idea.

How about decreasing the HP of the guns each time you shoot? I'm not even sure if this can even be done, but it could be cool. (Of course, not the codes/nomad guns. The codebill of the codes is way too huge and it could give the players another reason to get codes instead: the codes remain intact while the normal guns' condition decreases. Kinda' like Fallout.)


RE: Why FL economics does not work - Epo - 12-08-2015

(12-08-2015, 07:18 PM)Karst Wrote: I think there's an unrealistic expectation that discovery should have to be grindy as many/most other online RPGs are.
I really don't think that's necessary. It's good to have a selection of high-priced items to throw cash at, but is there really a necessity to require people to grind money even if they don't want or need to spend any?

Personally, I've never had an issue spending money: battleships are expensive, so are CauVIIs, BS and Spyglass scanners. I think for most people, those are enough of a selection to keep their cash reserves from overflowing - I trade a lot, I mean really a lot, but even with 50 billion in assets I'm nowhere near out of things to buy.

"Punitive" moneydrains that have often been suggested - equipment/ship/money loss on death, conn fees, etc., are probably more discouraging than anything. I don't really see a problem with the economy as it is, except some balance aspects of it.

(12-08-2015, 07:27 PM)Protégé Wrote:
Quote:- Statical economics;

tl;dr, but this is the only big problem here.

Make traderoutes that are done often less profitable and raise other ones over time. It eliminates the necessity for buffs (although they still can be used to show particular changes with the situation of bases and houses). If the players trade a lot, more and more traderoutes are saturated and you have to do the less profitable ones. Jump to a fighter for a while and the prices go back up eventually.

This was implemented to a degree on Hamburg City, albeit poorly. Could be improved here.

(12-08-2015, 07:33 PM)FluffReborn Wrote:
(12-08-2015, 07:27 PM)Driculi Wrote:
(12-08-2015, 07:22 PM)FluffReborn Wrote: What about making moneysinks that do not affect all players and are optional, rather than forced? This idea is even worse than raising price of the cloak ammo.

This is the worst thing I've seen on all this thread

Moneysinks shouldn't affect the new players, because it would discourage them from playing further, if they find out all the credits they have earned would be spend on ammo alone.

What about moneysink that is activated via FLHook, such as roguelike mode or... I dunno, acticvation of the creditial death penalty.

1. Pretty much like this
2. It could be interesting
3. Pretty much this

And to @Laura C.
I didn't mean that I want everything withno working for it. The fact is the trading is veeeery boring and you shouldn't force people to do it.
I mean we should make trading more atractive, we won't get anything by forcing people to do something. There should be an adventage for people who have earned a lot of money, I have no doubts - they have worked for it after all. On the other hand you're wasting a lot of RP possibilities while spending hours in a trading ship. It shouldn't be necessary, till it becomes more interesting.
Believe or not, but you won't attract many new players by force.
Believe or not, I was playing on a server where you could make only about 4 mil per 30 minutes while repairing your snub after a flight through a few systems and visiting omicrons ended in wasting this amount to repairs.
And about your 3rd sentence: Maybe because of they're more popular? If the game has big activity some more serious goals are much more difficult to achieve. While discovery is already relatively low with activity and you would have killed it if you force people to trade for few months just to buy one battleship


RE: Why FL economics does not work - The Savage - 12-08-2015

(12-08-2015, 07:40 PM)Driculi Wrote: Recruite id not affected by the moneysink will Be a beeter idea for the new players

Recruit ID cannot trade, escort and player with that ID doesn't even exist in-game.


RE: Why FL economics does not work - Swallow - 12-08-2015

(12-08-2015, 07:54 PM)Freedom Phantom Wrote: Note: I didn't read anything in this thread besides a few words from the OP, but the word 'guns' gave me an idea.
...
not the codes/nomad guns

Shame.

(12-08-2015, 05:07 PM)Swallow Wrote: You are wrong. OP ships are the same as general use one.
Why?
They will accumulate among the players with time. And won't go anywhere.
Moneythinks are not going to work as intended while permanent.
...