Business And Economy Archive

Thread: Idea for creating a realisitic economy...

Pyrrus
Wed May 11, 2005 5:11 am
#1

..that would make SWG a far more exiting and challenging experience... simply get rid of npc paying missions. No longer would there be an endless flow of credits into the economy. Players would create their own flow of credits in a closed end economy. Instead of getting paid to kill animals from an npc mission terminal, players would go hunting for animals and sell their collected hides etc to an artisan. Instead of flying escort missions for npcs, space pilots could be payed to escort a mining ship that would sell its produce to the artisan. Then, with the money they have they buy the produce of the artisan.Pure combatants could be hired as mercenaries to help hunters etc. Another idea for pure combatants to make money would be to pay them an hourly fee for being overt i.e on duty.. however, this would not simply be an npc injection opf money but more a conversion. For example players could be assigned to a base and earn money for declaring there and protecting it..this money would be payed to them from the maintenace which is payed for by the owner of the base who would essentially be the leader of the base battalion, able to hire or fire anyone. Another option is to make the combatants dependant on fps. For spending time overt players would earn fps and then spend that on their equipement as players can now but this would be at a much more reasonable rate andwould be useful to the player.


Just some ideas ppl...



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Pyrrus - Chimera
Zhundult
Wed May 11, 2005 5:23 am
#2

Where does the artisan get money to pay for the materials the combatant is selling? The problem with this system is it creates a finite amount of money. Horders would completely suck it dry, making you go down to a barter system.



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maigy
Wed May 11, 2005 8:42 am
#3

not only that, but when a super rich player quits, then the economy takes a big hit.



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sciguyCO
Wed May 11, 2005 9:32 am
#4

If you're planning on removing all the credit "faucets" (systems that mint new credits) you better find some way to get rid of all the credit "drains" (structure maintenance, redeed fee, shuttle costs, cloning fees, insurance fees, vendor maintenance, NPC training fee, etc). Credits going out of the game without any means to replace them will eventually lead to no one having any money to shift around in a closed economy.


What I think we do need is some way to generate player-made missions. Everything you laid out as a means to make money can currently be done in game with no changes (except the automatic payment for "base guard duty"). The problem is that there's no easy way for the people willing to do the service to find the people willing to pay for the service, so it's more convenient to just grab a couple missions from a terminal to make credits.


If there was a "player mission" terminal, artisans could put out a hunting order (in game) for10k herbivore meat (or10k dantooine avian meat, or 10k Traginor tatooine carnivore meat). Or have it on a cpu basis (5 cpu for this hide, 10 cpu for that). Players looking for work could take the mission (informing the player who posted the mission), do the work, and deliver the results. Escort missions (crafter hiring bodyguards for harvester pickups) or destroy missions (low-CL players needing a spawn of aggros cleared from around their house/harvester) could work the same way. Those last two might need some sort of fraud protection to make sure payment is given on completion (and not given when not completed).





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brokguitar11
Wed May 11, 2005 2:02 pm
#5

With the above idea, if a player wishes to post a mission,he would have to deposit the credits that they plan on paying out into the terminal. If the mission is not taken (say after you post your mission in the terminal you have 3 days for someone to choose it) the money is put back in your bank account. Sounds like a good idea.
HNelson
Wed May 11, 2005 2:03 pm
#6

The idea of getting rid of all NPC money is probaly no attanable, just as NPC money sinks are needed (harvestor maint).


But you could move closer to that direction by providing more missions that are player to player (BH vs Jedi is about as close as this gets now). The idea would be that an artisan could hire someone to clear out and mark an area for him to put down a harvestor. Or you could hirea combatant/artisanto survey a for a resource (and allow them to "claim" it for a day or so for the artisan to place a harvestor).


The problem is... levels. No one is going to do something only for money, unless... it is a lot of money, They can grieve someone, or they get xp in the bargan too.


The idea is to allow more real missions and interaction vs the grind and pay types out now. Heck, they could even award xp for these things.


At any rate, these things are probably way to advanced for this game. We would have to wait for SWG2, or something else.
SovietGuy
Thu May 12, 2005 3:24 pm
#7


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Flatfingers
Fri May 13, 2005 3:34 pm
#8




HNelson wrote:

The idea of getting rid of all NPC money is probaly no attanable, just as NPC money sinks are needed (harvestor maint).


But you could move closer to that direction by providing more missions that are player to player (BH vs Jedi is about as close as this gets now). The idea would be that an artisan could hire someone to clear out and mark an area for him to put down a harvestor. Or you could hirea combatant/artisanto survey a for a resource (and allow them to "claim" it for a day or so for the artisan to place a harvestor).





You folks have seen the excessivelycompletePlayer Contracts system I designed for SWG nearly two years ago, right?






At any rate, these things are probably way to advanced for this game. We would have to wait for SWG2, or something else.



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cid666
Fri May 13, 2005 5:28 pm
#9

If the economy was a bathtub, and credits were water, and mission terminals were faucets, and maintenence fees were drains, what would the rubber duckies float on ?


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Kyodor
Sat May 14, 2005 5:58 am
#10

Missions are simply there to outweigh the money drains. If you got rid of them, money would just go out of the system, or switch hands. You'd end up, eventually, with no money in the economy.



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Niccolado
Sat May 14, 2005 3:27 pm
#11

Someone have to bring the money into the game mate. And thats what the NPCs doo. You also got NPC money sinks like shuttleport, housings, trainers etc. all taking money out of the game.

If it should be fully playerrun echonomy some player would actually have to run the airport, someone have to get the money for housing maintainance and harvester maintainance. Othervice these money whould disappear from the game, without bringing more into it.

I think the echonomy is great as it is. Guess things can be done to improve it, but controlling the echonomy is a nightmare! Just ask an of your national politicans! ROFL! This is maybe not in the same scale but its much the same thing anyway!



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BlackJango
Sun May 15, 2005 10:12 pm
#12






Pyrrus wrote:

..that would make SWG a far more exiting and challenging experience... simply get rid of npc paying missions. No longer would there be an endless flow of credits into the economy. Players would create their own flow of credits in a closed end economy. Instead of getting paid to kill animals from an npc mission terminal, players would go hunting for animals and sell their collected hides etc to an artisan. Instead of flying escort missions for npcs, space pilots could be payed to escort a mining ship that would sell its produce to the artisan. Then, with the money they have they buy the produce of the artisan.Pure combatants could be hired as mercenaries to help hunters etc. Another idea for pure combatants to make money would be to pay them an hourly fee for being overt i.e on duty.. however, this would not simply be an npc injection opf money but more a conversion. For example players could be assigned to a base and earn money for declaring there and protecting it..this money would be payed to them from the maintenace which is payed for by the owner of the base who would essentially be the leader of the base battalion, able to hire or fire anyone. Another option is to make the combatants dependant on fps. For spending time overt players would earn fps and then spend that on their equipement as players can now but this would be at a much more reasonable rate andwould be useful to the player.


Just some ideas ppl...






I like the tight-nitconcept, but its unworkable. Start out with 250 creds when you make a char. Lets say theres 50,000 people on a sever (to big?) thats 12,500,000 in total. In that world, 500,000 inthe current economywould be 250 in this new one. The big-bag-rich crafter would have a huge fortune of 25,000.


I support an ecomony that isnt inflated, but this would give monopolies (not a bad thing when spread out) to a select few of the combat classes and the rest would be germans in 1920 (bread for 4billion marks)




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Pyrrus
Tue May 17, 2005 12:27 am
#13






BlackJango wrote:



I like the tight-nitconcept, but its unworkable. Start out with 250 creds when you make a char. Lets say theres 50,000 people on a sever (to big?) thats 12,500,000 in total. In that world, 500,000 inthe current economywould be 250 in this new one. The big-bag-rich crafter would have a huge fortune of 25,000.

I support an ecomony that isnt inflated, but this would give monopolies (not a bad thing when spread out) to a select few of the combat classes and the rest would be germans in 1920 (bread for 4billion marks)





You dont seem to understand. We get rid of all npc inlets and outlets. Then its basically like a rl economy to an extent. In rl we dont have fairy terminals to give us money now do we




____________
Phocian - Bria
Pyrrus - Chimera
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