Business And Economy Archive

Thread: Currency exchange and money types.

TKarrade
Mon Feb 07, 2005 9:43 am
#1


This was an idea I had brought up in the GCW forum (for lack of better place to put it) and wanted to re-post it here.


Ithink it might be a useful addition to SWG to incorporate the idea of multiple forms of currency. In the 'real' StarWars universe, there were several currency types available and there were different exchange rates for each one. It fluctuated depending on the current state of the 'war' and other things. Also, imperials only took imperial cash and confiscated rebel currency whenever it was found. Likewise the rebels did the same to imperial currency.

The addition of alternative money types might provide a new and interesting way to control the inflation in the economy... as well as providing a new aspect of the game that has previously been un-explored. The 'unified' currency system is something used by almost every other MMO on the market, so if SWG did something to this effect it would be another first.


It would also provide something useful to do at the bank... currently there's no reason to use the bank since you can carry all your cash on you and not lose any of it if you die or anything. About the most people do at banking terminals is mess with their storage.


Also, it would be nice to require that looted 'credit chips' from space combat need to be exchanged at a banking terminal.


Furthermore... with the addition of the bases and zones of control in upcoming publishes, I can see a practical way to determine where certain currency types are used... as well as determining their relative 'value'. If your side is losing big, then the cash you're carrying would be worth a lot less than when it was winning. A possible way to balance this is to offset the devalued currency by increasing the value it is worth at a recruiter.


Let me use an example.... say the Imperials lose a few key battles and Rebels control the majority of the galaxy. As a consequence, Imperial currency is reduced in value in comparison to Rebellion currency. As an example say the exchange rate is 1i / .75r.Obviously this will concern the loyal imperial govenors and they will offer stiff penalties to any imperial officer who doesn't use it. Since now their hard earned retirement bonuses are worth a lot less they will be more willing to 'bargain' with a smuggler who wants to buy faction standing. Thus reducing the price of FP from a recruiter. (I used a roleplaying example of how it makes sense.... )


Comments welcome. I think the addition of something like this might provide a better control mechanism for the developers to regulate the inflation going on. Since we are in the middle ofa war there could be additional 'money sinks' added in a system like this such as exchange fees, or taxes (yes, taxes) to provide yet another method of cash regulation the developers can use to reign in inflation.


-TK



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Balzan
Mon Feb 07, 2005 10:17 am
#2

Call me crazy... but I like it



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aries_liak
Mon Feb 07, 2005 10:29 am
#3

I personally dont want to deal with that kind of hassle.



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Neekocha
Mon Feb 07, 2005 10:54 am
#4

I think it's a great idea, it would add even more depth to SWG economy. The fact that exchange rates could be tied to who is winning/losing the GCW would also add a very good reason for people to fight for their side (what is currently lacking - people have absolutely no reason to fight for either the Empire or the Rebellion, except RP).

TitanTen
Mon Feb 07, 2005 11:01 am
#5

As an economist I applaude the idea, but in this kind of game that tries to cater to everyone this would be WAAAAY over some peoples head. (Younger players come to mind). Also it would be very easy to play the market and make money just like in real life. Picture this.

A huge imperial guild, the largest on the server, wants to make a huge amount of money fairly quickly. They buy a lot of rebel currency, (used for simplicity) then they purposly stay out of the next few huge battles and lose a few zones of control so the rebel currency appreciates then they cash it in at the higher price. Instant money.


Sorry but having this would make for serious exploitation of the system. I love the idea though. Just very easily manipulated.



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TKarrade
Mon Feb 07, 2005 11:18 am
#6






TitanTen wrote:

As an economist I applaude the idea, but in this kind of game that tries to cater to everyone this would be WAAAAY over some peoples head. (Younger players come to mind). Also it would be very easy to play the market and make money just like in real life. Picture this.

A huge imperial guild, the largest on the server, wants to make a huge amount of money fairly quickly. They buy a lot of rebel currency, (used for simplicity) then they purposly stay out of the next few huge battles and lose a few zones of control so the rebel currency appreciates then they cash it in at the higher price. Instant money.


Sorry but having this would make for serious exploitation of the system. I love the idea though. Just very easily manipulated.





Well, there's always workarounds of course, but there could be some ways to regulate that. Obviously there should be stiff penalties for imperial officers caught carrying rebel currency. (Part of the crackdown perhaps?) Consider it contraband... or you could base exchange rates on a variety of things besides just who controls the most land. Like for instance how much cash of each type is in circulation.


Also, keep in mind that exchangingImperial creds for Rebellion ones mightbe something youcould use a smuggler for. (After all, smugglers really need something else to do in this game anyway) Sothey might have to pay a fee (5%)for making the transaction, plus figure the cut the smuggler gets and it'll cut down on abuses of that scale. Do you really want to give some guy 10million creds and hope he gives it all back? hehe


There's plenty of ways you can add dynamics to a multiple currency system in order to balance things out.


A well designed economic system can eliminate most forms of exploitation... without necessarily making it over-simplistic. All it takes is adjusting the matrices so that the net sum of the changes results in a balance that is equal to or less than the value of the previous system. I think you're over-estimating the economic impact of a single guild in comparison to the combined net worth of the rest of the server.


-TK


Edit : I'm glad I got some good feedback on this idea. Obviously I don't have all the answers, but I think adding a bit of dynamics to the economy is overall a good thing. Not only does it add a bit of spice to the game, but it gives the developers a system they can use (or abuse) to control currency on a large scale. Back when the game first started, building maintinence and shuttle fees were adequate, but we need a more flexible system now that we have a more mature economy to deal with.

Message Edited by TKarrade on 02-07-2005 10:22 AM



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TitanTen
Mon Feb 07, 2005 11:33 am
#7








TKarrade wrote:


A well designed economic system can eliminate most forms of exploitation... without necessarily making it over-simplistic. All it takes is adjusting the matrices so that the net sum of the changes results in a balance that is equal to or less than the value of the previous system. I think you're over-estimating the economic impact of a single guild in comparison to the combined net worth of the rest of the server.






I am seriously not trying to be funny here, but would you trust game developers making an economic system that rivals true life for involvement? I still love the idea dont get me wrong, but what you are basicly proposing is making an international currency system in an online game with nearly no regulation. A grand idea, but also a huge risk. They break it or leave even one exploit in and bam billions made or billions lost.


My idea would be to put this in on a limited basis. Like maybe space credits and ground credits or the such. Or maybe an outer rim currency and a galactic currency. Because what was said in episode 1? "Republic credits are no good out here" is that right?


Sorry for being negitive, but I do not want to see any ways for exploitation to get in the game again.





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TitanTen
Mon Feb 07, 2005 2:04 pm
#8

Nice idea for fixed exchange rate. I didnt even think of that . Also that would be very handy for merchants, and if smugglers had to be able to convert to one of the types that would be an added use there also.


Good idea its starting to come together very nicely.


Oh my remarks about game developers wasnt aimed at math skills, but ratherof theirknowlegde of macro economics and international trade and currency trade.



MekWare Armor
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TKarrade
Tue Feb 08, 2005 1:49 am
#9







TitanTen wrote:

I am seriously not trying to be funny here, but would you trust game developers making an economic system that rivals true life for involvement? I still love the idea dont get me wrong, but what you are basicly proposing is making an international currency system in an online game with nearly no regulation. A grand idea, but also a huge risk. They break it or leave even one exploit in and bam billions made or billions lost.


My idea would be to put this in on a limited basis. Like maybe space credits and ground credits or the such. Or maybe an outer rim currency and a galactic currency. Because what was said in episode 1? "Republic credits are no good out here" is that right?


Sorry for being negitive, but I do not want to see any ways for exploitation to get in the game again.






Heh, I understand your perspective. And I agree there is inherent risk involved if you do too much with this... however I think the risk is minimal.


There are two ways to regulate it and control the exploitation of the system. On large scales just design the system to take into account the amount of currency in circulation so that the exchange rates don't fluctuate dramatically, and so the net result of a change in the rate results in 0 money being 'created'. On small scales implement fees or other mechanisms to prevent or at least provide a penalty for frequent exchanges of currency.


Maybe it's naieve... but I do trust the developers to design a system that takes these factors into account. It's just a matter of doing the math, and as a programmer myself I can tell you that math skills are a prerequisite for this job.


Perhaps you are right however... maybe a variable exchange rate poses too much of an exploitation problem to deal with. So what about a simple 'fixed' exchange rate, that either doesn't vary, or changes over time so slowly that it won't make any difference. Having multiple currencies in this case won't add much dynamics to the economy but it WILL provide several benefits.


Why would this be useful?



  • It would allow merchants to take a greater part in the GCW bygiving them the ability to restrict the type of currency accepted by their vendors.Add a skill in the merchant tree so thatvendors can charge a'markup' for an itempurchased in the wrong currency.

  • Itcould provide smugglers with anotherthing they can doin the game. Give them the ability to exchange credits without (or with reduced)bank fees.

  • It would give people a reason to use the bank more often and would allow for a large moneysink in the form of bank fees for currency exchanges.

With a fixed exchange rate you could eliminate thepossible exploits ofa multiple currency system, and still provide a large amount of possible GCW and roleplay content that currently does not exist in the game.


A dynamic system has more potential as far as game content... but a static one may be safer in the long run. Either way, it's game content that currently doesn't exist,... and any new content is always a plus in my book. Besides, right now as a merchant I can't make someone pay more for an item if they're a certain faction... which is something I would very much like to do at some point. Especially if I'm selling weapons or armor. I have no way to really 'help out' my chosen faction as a non-combatant.


-TK



Message Edited by TKarrade on 02-07-2005 12:51 PM



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bluejanus
Tue Feb 08, 2005 10:03 am
#10

Interesting idea. How about adding bribery code to certain corrupt Imperial officials and officers?





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TKarrade
Thu Feb 10, 2005 7:28 am
#11






bluejanus wrote:
Interesting idea. How about adding bribery code to certain corrupt Imperial officials and officers?






That's an interesting thought... we could probably do that with the current system just as easily though. Would make for some cool game content.


-TK




Mayor of Nabubu (retired)
NIF Armor : Jorj / Tenibac / Belgarion (retired) (12 pts)
(Jorj's Resources : Nabubu Mall, Naboo: -1324, -4207)
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Sundown6
Fri Feb 11, 2005 7:49 pm
#12

Odd. I had the same thought about reducing the silly-high credit numbers in-game through some sort of conversion process. But I like how your proposal works Star Warsy game mechanics into inflation control.

Inimesa
Fri Feb 11, 2005 10:37 pm
#13

It would be too confusing...I don't just buy things from rebels or imperials. I buy from both. It would be confusing to have to switch currencies everytime I had to buy something.



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