' Wrote:You could always just simulate a dynamic economy by having the Server automatically record how much of each commod is bought and then have the admins look over it say every month or so and lower the prices of stuff that isnt bought much and raise prices of stuff that is bought alot manually.
Something like this could be doable, yes. A fully dynamic economy however just brings far too much trouble with it to be useful.
I agree though that there should be more player-created content though. We are a RP server, after all, and I think it would be awesome if the outcome of the various wars on this server would actually be influenced by the players themselves instead of arbitrarily defined by the dev team (sorry, but just look at the Kusari-Bretonia war. Kusari would likely have been overrun by the Brets long ago already if the war would have been a series of events). But I think people are afraid of change sometimes. Some may be opposed to the idea of their KNF guys suddenly being forced to go underground and fight the Brets who are now reigning Kusari together with the Dragons and the GCs (just an example). But just think of it - if things would change, if players were able to actively influence diplomacy and war; this could raise RP to a whole new level. Especially with the auto updater which we now have, which could be used after an event to let, say, a station switch ownership.
' Wrote:But just think of it - if things would change, if players were able to actively influence diplomacy and war; this could raise RP to a whole new level. Especially with the auto updater which we now have, which could be used after an event to let, say, a station switch ownership.
Or it could sink RP to a dismal low. It sounds like what you are suggesting is that player population of different ares and player skills should determine RP, as this is what determines the outcome of events. I think RP should determine RP.
Another issue is if player actions have this kind of consequences I think it will raise tensoins and bickering and hatred of admins on this server to a whole new level. I mean people already get super pissed off when just their ship gets blown up, imagine how pissed they will be if their faction loses a station becuase of other players.
Also, one cannot simply switch station ownership, just like that. To change a stations ownership devs have to:
Re-write the infocard and rumors
Replace the NPC's in the bar
replace the bribes in the bar
replace the missions
re-do the commodities bought/sold and rebalnce all trade links with the station
redesign the patrol paths in the system
There probably more I am not thinking of as well. Personally though I would rather have the devs advancing the parts of the discovery plot they feel most strongly about instead of spending all their time working on what every individual player wants.
I wrote up an outline of how to make a working dynamic economy using FLHook.. You'd need thousands upon thousands of lines of code to get the current FL engine to have a dynamic economy that works and isn't exploitable or broken.
If we ever do find a more efficient way to get it to work, we'll probably attempt it. But at current, it isn't something we're looking into.
' Wrote:Or it could sink RP to a dismal low. It sounds like what you are suggesting is that player population of different ares and player skills should determine RP, as this is what determines the outcome of events. I think RP should determine RP.
Another issue is if player actions have this kind of consequences I think it will raise tensoins and bickering and hatred of admins on this server to a whole new level. I mean people already get super pissed off when just their ship gets blown up, imagine how pissed they will be if their faction loses a station becuase of other players.
I've never said that these events should be solely based on PvP. Also, if factions get pissed because they lose - though luck. On another day, they might win. And even when you lose a war, you will probably still enjoy it because you now have the opportunity to completely new RP. Government-in-exile, KNF underground fighters etc etc.
' Wrote:Simpler solution:
Release a set amount of commodities into the player economy.
Remove commodities from stations.
Every month there would be 'injections' into the economy by the Admins.
Not quite as simple. You'd also have to give players the incentive to actually trade said commodities. You need to give them a way to make money with them as well. And what if commodities get destroyed?
What's with all those first posts being so aggressive toward Araevin. He had an idea and posted it because it seemed like a good idea to him. Why did you guys have to be mocking him like you did? Shame on you.
I'm thinking that maybe (ok it would be hard work but it would be still nice) we could create a player market (Auction house). Exactly as in popular MMOs (yeah just like WoW. And it's not because it's in WoW it means it's not good). Since it is not possible to make an auction house in the game (we don't have this damned source code .. damn you Microsoft =3) we could make a market on a website in php, flash or java.
So let's say a player would like to sell a capital armor upgrade mark 4 to another player, he would go on the website, create an account if he doesn't have one already, add his player name to his player list (so that he can sell it under his player's name) and then go in "sell an item". Then he would chose the capital armor upgrade 4 (It would contain a database of all the items with their average price in the game so it would automatically chose this price), he would edit the price if he wanted to, specify an amount (likely to be 1), choose a date when the item would be removed automatically from the list if not sold and choose which one of his players he is going to sell it with (and it would be good if it was saying what faction he belongs to as well), at what time he will be free for trading the item in-game and where he would like to trade it (there could be more than one time and place)
Then, when a player would decide he wants to buy it, he'd have to choose a date when he could go in the game to buy it from the player, and where he would like to buy it (and maybe add the option of suggesting another place of time to the player if he cannot be in the game at any of those time. In that case, it would send a confirmation message to the seller so that he could accept or decline the new time and place, and then he item would be put back on the list of items sold on the choice of the seller) and after the buyer would only have to accept the transaction. When the buyer would conclude his purchase, the seller would receive a notice by email.
Then the players would meet in-game at the chosen place and they could RP a trade between to pilots. Hooray.
Ok, there are a lot of things that could be done in order to polish my idea but I'm not going farther than this for now. So I am aware that there are some lacking aspects that could be abused.