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Hyperinflation.

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Hyperinflation.
Offline msgerbs
04-15-2009, 02:02 AM,
#31
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Posts: 280
Threads: 15
Joined: Mar 2009

' Wrote:These lolpirates don't get the economic fact that 2 million credits (or in that case 4) is pretty much a half hour of work for a trader. The problem with Zig's suggestion is these idiots wouldn't get that credits are worth even less if this system's implemented, and still ask for 2 mil+ every time they see a trader.
And these loltraders don't get that the 2 million credits that pirate is asking may be the only hit he gets in a half hour.

oh and btw... 10 million/45 minutes is NOT 2 million/30 minutes.
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Offline GhostMouse
04-15-2009, 02:04 AM,
#32
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Posts: 13
Threads: 4
Joined: Apr 2009

whoa, Gen. David Patraeus plays Freelancer?
Far Out!


lol, I know youre not really him....You're not, right?
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Offline Corsair
04-15-2009, 02:13 AM,
#33
Member
Posts: 2,320
Threads: 263
Joined: Sep 2008

If this system were rebalanced, to divide everything by about two zeros, it would greatly improve the economy. I don't think that a little under a decade after vanilla ends the credit suddenly loses value. Especially after all the damage caused by the Wild.

And pirates would rebalance their demands, if the economy was changed. If two million was suddenly out of reach, they'd demand more reasonable things like a few thousand, or tens of thousands.

[Image: 16106_s.gif]
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Offline msgerbs
04-15-2009, 02:15 AM,
#34
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Posts: 280
Threads: 15
Joined: Mar 2009

Also, one other thing... Credits will never "spiral out of control" for the exact reason that prices are fixed. FIXED. Cutting things in half doesn't matter. It's still the same, minus a 0 or 2. What's the point? Also if you get in by 100, the 8,500 new players get is now worth a WHOPPING 850,000 nowadays-credits. They'd be 3/4s of the way to a Camara in 2 seconds.
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Offline darthbeck
04-15-2009, 02:19 AM,
#35
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Posts: 2,457
Threads: 112
Joined: Jan 2009

' Wrote:Also, one other thing... Credits will never "spiral out of control" for the exact reason that prices are fixed. FIXED. Cutting things in half doesn't matter. It's still the same, minus a 0 or 2. What's the point? Also if you get in by 100, the 8,500 new players get is now worth a WHOPPING 850,000 nowadays-credits. They'd be 3/4s of the way to a Camara in 2 seconds.


the credits they start with can be changed

but really, it does not matter if we do this. it would just be the same, but the IND would take longer to get 1899999999 credits.
NOTHING WOULD BE DIFFRENT!

' Wrote:<span style="font-family:Century Gothic">Violence is Golden</span>
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Offline Benjamin
04-15-2009, 02:32 AM,
#36
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Posts: 1,794
Threads: 9
Joined: Jan 2009

It's sort of dumb yeah, but at the same time, the inflation isn't exponential or really that bad. It's just bumped up largely because we can fly 5000 cargo ships instead of 500.

But also, I came here wanting Cowboy Bebop, and credits are worth about as much as woolongs, so I'm happy.

I mean, ignoring a few infocards and the SP campaign (which is messed by a lot of other stuff in disco too) it's just an aesthetic choice, and I'm fine with a million being the 'base unit' of currency.

Join Cryer Pharmaceuticals
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Offline Hawkwings
04-15-2009, 02:36 AM,
#37
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Posts: 781
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Joined: Dec 2007

Yeah, I really don't see a problem with the current value of credits. As said earlier, prices of things are fixed. This means people aren't going to suddenly be needing more money for weapons, whip repairs, anything. The only reason taxes would increase is in response to new trade routes (or just simple greed).

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Offline darthbeck
04-15-2009, 02:40 AM, (This post was last modified: 04-15-2009, 02:41 AM by darthbeck.)
#38
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Posts: 2,457
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Joined: Jan 2009

REMOVED BY POSTER

what i said was quite mean. sorry.

' Wrote:<span style="font-family:Century Gothic">Violence is Golden</span>
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Offline douglas_brad
04-15-2009, 02:57 AM,
#39
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Posts: 110
Threads: 11
Joined: Jan 2009

If there was to be a massive re-balance, there's no way hacking off a couple zeros would fix it. If you chop a price on a high end commodity, the lesser priced commodities would have to be increased in price to sort of compensate the economy. Hardware/Equipment prices would all need re-balancing, Repair bills would have to skyrocket, which makes too much sense to ignore. Possibly implement a steep "Sundiving Tax" to null out "Kill me it's cheaper" traders. (I know, there's a thread on that one, sorry) Oohh! Implement a true and honest "Fuel System" like I dunno, a Green bar gauge added below your Armor bar gauge, or just allotted cargo space next to B/B and have the "Fuel Cargo" expire over time. Consequences being no cruise power and only thrust at half speed? (Waaayyy off topic, sorry)

Back to the "Economy." If someone were up to the massive labor intrusive challenge of a total re-balance, and that's a major "IF", it may benefit in the long run. The major obstacle is to get players to burn the Credits they have now to maintain their ship, crew and cargo. If it can be addressed from that standpoint, it may be possible to avoid re-pricing the entire Sirius system.

[Image: dsesigbeast.png]
[Image: dsesigcomlink.jpg][Image: dsesigrecna.jpg][Image: dsesigweblink.jpg]
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Offline kemira
04-15-2009, 03:32 AM,
#40
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Posts: 93
Threads: 2
Joined: Dec 2008

i have an idea to make a money loss system
is possible to make the id to degrade over time or sectors cruised on space, and repairing it cost great cuantities of money in proportion of the id class, and this will represent operational, TL and JG costs and taxes, and also Operational Range of the ships.

Sorry if i cant explain it well, but at this point of the day my english writing skills are exahusted
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