One shop = fixed economy

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    What do You think to make gamemode where there is only one naturally-generated shop at spawn-point.
    IT should have some amount of money at beginning, let's say 100 000. And it will not have any income every 10 minutes.

    Every player who will join, will come with starting money. So amount of money will increase proportionally to number of playing players. Due to that economy will be more balanced and crafting system will be more important. Also trading between players will be also more important.


    Actually there is too many credits in servers. Because amount of them in server increasing so fast.
     
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    NeonSturm

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    But is there not also a way to lose assets for ever?
    I mean you can mine a sector or system, but in combat blocks disappear without return.

    Shops are the only supply without requiring constant expansion. (when they not only get new items but also lose some where they have too many stock to make constant trade available)



    There should be a thing that is worth credits but that naturally generates. The interest on Information. Scout something that hasn't been scouted too long time and you may get paid for your data.

    When you sell data the first time, it has a sector-position and radius increasing around it.
    When you sell data the next time (time-passed * radius-increase < your sector position) means you can sell it again.

    But radius-increase might increase by the number of times you sell this data and/or data is worth less further away from the scouted thing.

    Data from hostile environments can be worth more. Data is value :)

    This data could have an inflation too.



    On the opposite, there can be inflation. Currency units which are old can be worth less (Players see this effect as 1 to 5% money loss a day).



    This can give credits more value then now.
    Try to increase the value of credits rather than reducing access to it (which makes credits even less valuable)

    Access to information and the crew being more motivated if you spend credits for them may be a motivation to own credits even with inflation.​
     

    NeonSturm

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    But (at least IRL) it is unnatural that you yourself are required to expand to gather more things. Other peoples may do it for you when you give them information, refine things or produce stuff which is cheaper in mass-production when not everybody has your assets.


    Economy in future may change, but information about what is happening around you will always have the same value and there will always be things somebody doesn't want to do himself (fighting, scouting missions...) but is paying for it.


    Just wanted to say that there are other ways to fix this issue - which don't turn the galaxy into a boring civilisation-empty place.
    Maybe let all trade stations have the same items for a single player (fixes trolls clear spawn shop out of ship cores, thrusters or reactors for example as newbies have their own items)

    Then you can still trade information.
     
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    One shop has more downs than ups, especially in multiplayer.

    1. Lots of freaking lag since everyone on the entire server will be going to one sector to buy stuff/sell stuff.
    2. Someone with a big ship could troll the entire server by spawn killing and killing anyone who comes into spawn, blocking everyone from buying and selling blocks to get credits, and killing anyone new who joins the server.
    3. If someone had to make a base at 500 500 500 to get away from all the trolls, he will have to venture back and forth to spawn to sell and buy blocks. This journey could take several IRL days depending on the sector size and would get really tiring quickly.
    4. A really powerful faction (Such as the Vaygr Empire (A highly experienced and organised faction), for example) Could easily control the spawn and block access to the shop from all over players using powerful ships in a day or two.

    IMO this is a pretty bad idea. The current shop system is fine as it is.
     
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    How on earth can people forget about the NPC's that will only be in one place in the universe?!!
    Conclusion: One shop is a really, really bad idea for the game.
    Just wait until the shops get a buy value that is lower than the sell value and the price gets based on the recipes.
    There should be some way to decrease the buy cost and increase the sell cost even further in the server config.

    Oh, and planets need the new rocks.
    And there should be a config option to have more asteroids.
    And the space around planets should not be so empty.

    All that would increase the ways to get items without having to salvage space stations and sell everything at the shop to get what you need.

    Edit: And I almost forgot: Natural blocks should have a buy value of 0 credits, and the sell value would depend on the block type (the new rocks get used in crafting, so those would be more expensive than, for example, plants).
    The shop also shouldn't sell or buy the blocks that are used as an intermediate stage in crafting, like circuits, metal meshes, metal grills and capsules. It should still buy ingots though, but it shouldn't sell them, because they are really valuable in crafting.

    Edit 2: And there should be a better way to create a space station.

    Edit 3: The ultimate conclusion is that the economy really needs more balancing, and it isn't something for beta. It is almost game breaking and should be fixed as soon as possible.
     
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    On Nass HC we had one shop (until far later the weird "line of shops" was discovered, rustling my jimmies to the point of no return). It was cool because there was a reliance on factories & salvaging. To make it work however, you gotta have custom sensible recipes. That means the silly random recipes have to be cut out.

    Our custom recipes were cheap, like 1000 credits or so iirc. Here's a link to what we had for custom recipes, it's clearly outdated but worked well at the time:
    https://docs.google.com/spreadsheet/pub?key=0ArzRpdplLHgAdEFiZ19GMmRfeDZqUkV6YUJUdGN6QWc&output=html

    We've got that new crafting system now, but salvaging & mining is still the least efficient way to make dosh.
     

    jayman38

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    I think the original post would be a really interesting mod for friendly, exploration-based universes. (Maybe primarily for use on white-list servers, to keep troublemakers out of the playground.)

    The spawn sector would need some additional rules to help minimize griefing. Maybe no building or shooting in the spawn sector at all, and all bullets/missiles/etc. instantly despawn within the sector limits, to foil the efforts of extra-sector snipers. You can buy a small starter ship with your starting credits, which would simply require the addition of a few new cheap blueprints with descriptive names for different playing styles.

    Plus, if you can still buy and sell shop blocks, people could start "rebuilding" the trade base network. Such a mod could use the availability of a shop-keeper/quest-giver AI crewmember from the spawn shop, to be hireable and to hang around new shops, handing out quests/deals/blueprints/etc..