Business And Economy Archive
Thread: Idea for creating a realisitic economy...
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).
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).
At any rate, these things are probably way to advanced for this game. We would have to wait for SWG2, or something else.
It's starting to look that way, yes....
--Flatfingers
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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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)
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
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)