Architect Archive

Thread: Economic Analysis

Slamdango
Wed Jul 30, 2003 7:21 am
#14

"The problem with that is that you are neither rewarded nor punished, except in terms of speed, by the strength of the deposit you have found. To do that would negate the role of the explorer, which seems to be one of the Holy Roles that SWG wants people to play."


If an extraction permit system is used, where you have to buy a permit to extract a given quantity of resource (doing away with maintenance over time costs), then that permit could specify a certain type of resource that it's good for. Extrusive Ore for example. Say also that you are limited in the number of outstanding permits that you may own. Then you'd not only have to find the specific deposit but you would want to find the highest concentration possibleso you canfulfilla permit as fast as possible so you canobtain another one. As it stands now harvesters areallowed to extract any available resource. You can (and I've done this) set up a harvester in one spot and just extract what is most desirableat thetime waiting for the next ore shift. The new system woulddemand even more exploration than is required now.

EdOWar
Wed Jul 30, 2003 8:13 am
#15

1) Regarding structure decay: I've said it before, and I'm saying it again -- structure decay will decimate the housing market in SWG. Why should I lay down 60K on a medium house if it's just going to disappear in a few weeks no matter what I do? Weapons and armor decay, but I need them to play the game. I don't need a house. And if your medium and heavy harvestors decayed, then artisans would be even more hard hit than they are now because they'd have to spend the resources or money to build/buy new harvestors every few weeks. Besides, that's what the maintenance fee is for, to upkeep your structures so they don't fall apart.


A better solution is to implement structure experimentation, so people have a reason to buy new harvestors, factories are homes. Wouldn't it be great if you could get a medium harvestor that was a little more productive than a stanard model, or used less power or required lower maintenance fees? I'd pay more for something like that, and if I found a better harvestor at the right price I'd upgrade to that one.


2) Regarding market knowledge: Even in the real world economy there isn't (and will never be) perfect market knowledge. If there were, all markets would operate so efficiently that everyone would have tocharge exactly what it cost them to produce a good or service. Is there one place where you can find out the price of every car, house or appliance in the U.S.? No, so why should there be in SWG, especially when you're talking about planets that are light years apart.


The bazaar has a price cap to encourage crafters to open stores. Without it, everyone would just sell there Fusion Reactors and PA Guild Halls on the bazaar. Some would say 'so what', but I like the idea of player operated vendors and for me it's fun to occasionally wander around the 'player cities' that are sprouting up, looking for new stores to shop.


My 2 creds worth.


Slim Vargo, Corbantis, Mos Eisley

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