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-----MONEY PRINTING-----
*Tinker*
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from the rare ammo thread

Quote:
in my mind way too easy to get great stuff from selling in one place (SS) and buying your dream SUV in (BL)

so;

1. make all currencies faction related (sell in civ territory only buy in civ towns)

2. the exception is FL they will rip you off, and they are so far from everyone else the prices stay the same (expensive), and $$$ is accepted from all faction

3. Shantyville.. it's broken no economy, be nice if they accepted all currencies except the Civs who they hate, or just from the Reds?
(btw what town are the reds in??)

4. do we need money changer offices in all towns? sure but they will rape you yup!
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted May 21, 2010, 1:30 pm Last edited May 21, 2010, 1:40 pm by *Tinker*
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I don't like this at all... But I don't like anything that adds to micro-management.
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vet combatL1 wv cont0,5,0

Posted May 21, 2010, 3:25 pm
*Grograt*
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yeh .. not too sure about it either soz tink
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vet marshal wv community

Posted May 21, 2010, 3:38 pm
LoSboccacc
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money printing? feh! thre is only one true post apocalyptic currency:
http://i49.tinypic.com/2d972wj.jpg
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vet wv

Posted May 21, 2010, 4:04 pm
Karz Master
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LoSboccacc said:

http://i49.tinypic.com/2d972wj.jpg


knrl YES! ^5 Fallout fan.
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vet wv zom

Posted May 21, 2010, 4:28 pm
LoSboccacc
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*cough*
http://fonline2238.blogspot.com/
*cough*

sorry for the OT
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vet wv

Posted May 21, 2010, 4:32 pm
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Hehe, that would be a perfect currency...
Now, excuse me, I have to go change my factory to produce... caps :rolleyes:
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted May 21, 2010, 4:32 pm
Karz Master
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LoSboccacc said:
*cough*
http://fonline2238.blogspot.com/
*cough*

sorry for the OT


From what I heard, though, it's community is pretty much made of fail.

OK now let's really get back on topic.
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vet wv zom

Posted May 21, 2010, 4:34 pm
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IMO in a true post-apocalyptic game the perfect currency would be ammo.




"First they came for the Zombies, and I didn't speak up because I wasn't a Zombie. Then they came for the Mutants..."
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vet combatL1 wv1,0,0

Posted May 21, 2010, 5:42 pm Last edited May 21, 2010, 5:43 pm by 4saken
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FireFly said:

Now, excuse me, I have to go change my factory to produce... caps  :rolleyes:


would that be for your cap gun?
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted May 22, 2010, 12:04 pm
*Tinker*
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can you guys please stop joking around?

so this idea is dead in the water? got any ideas about it? if not let it die then
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted May 22, 2010, 12:07 pm
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*Tinker* said:
can you guys please stop joking around?



http://www.nickfair.com/blog/wp-content/uploads/2010/03/thought_police.gif


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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted May 22, 2010, 12:11 pm
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Personally, I think the idea of money not being fungible is not something that would add to the game, and would add unnecessary complexity, withouth actually adding any fun.

Sorry Tinker.
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vet combat1 wv ped1 northernsummer

Posted May 22, 2010, 4:06 pm
Snidely Carmichael
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Valiance said:
Personally, I think the idea of money not being fungible is not something that would add to the game, and would add unnecessary complexity, withouth actually adding any fun.


I agree that town-specific currencies, as such, are not likely to improve the game's fun factor.  However, I think Tinker raises an important issue:

*Tinker* said:
in my mind way too easy to get great stuff from selling in one place (SS) and buying your dream SUV in (BL)


What's the appropriate economic relationship between scouting in SS and scouting elsewhere?  My understanding is that SS is supposed to have the lowest risk and therefore the lowest reward, while other towns are higher-risk and higher-reward.

I'm not sure the current risk-reward curve is steep enough -- that is, SS scouting may be too profitable relative to its risk level.

For example, consider a mega scout out of SS.  (Let me first say that I have no beef with Mad Mike as an individual; on the contrary, he's pleasant, he's generous, and I have no reason to think he's doing anything outside the bounds of the game rules.)

The most recent SS mega scout I participated in, event S211012, included several Buzzers (among the most expensive chassis in the game) and several mounted mortars (among the most expensive weapons in the game), and these were brought to bear against the game's weakest opponents.

I think there's an argument to be made that using a bazooka to swat flies, so to speak, shouldn't be profitable enough to really be worth someone's while.  To clarify:  I don't mean to say that there shouldn't be any mega scouts, or that mega scouts shouldn't be profitable; I mean to say that mega scouts out of SS perhaps shouldn't be as reliably profitable as they've been in the past.

At the other end of the scale, as a newbie I was encouraged to get into Phoenixes, Windsors, and other top-of-class chassis as soon as possible, and it didn't take long.  As has been discussed elsewhere, there's a whole constellation of "suboptimal" chassis that most players will never be obliged to drive, because there's no reason for them to.

It might be nice if basic cars like the Pickup, the Chevalier, and even the lowly Symphony were more viable options for SS-based players -- not because they're "better," but because they're more economical.
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vet wv pvp5 pvp4 pvp2 pvp1 pvp3

Posted May 22, 2010, 5:37 pm Last edited May 22, 2010, 6:26 pm by Snidely Carmichael
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Snidely Carmichael said:
As has been discussed elsewhere, there's a whole constellation of "suboptimal" chassis that most players will never be obliged to drive, because there's no reason for them to.

It might be nice if basic cars like the Pickup, the Chevalier, and even the lowly Symphony were more viable options for SS-based players -- not because they're "better," but because they're more economical.


I agree that there are fleets of chassis types that are only seen used by NPCs but I'm not sure that Tinker's solutions addresses that. 

I'm also not sure that Tinker's solution doesn't come with side effects.  One of the common complaints is that people don't move around as much as we'd all like, limiting the cooperative playing area to a relatively small area.  Clamping down on the transportability of funds would further inhibit free movement throughout the world.  I also do not want to add a layer of complexity to intercity transactions.

There is probably a 'progressive money sink' solution that would address the fleets of 'high end' vehicles  but really--- the problem is lack of balance.  The real reason that there are only a handful of chassis in common use is because they aren't balanced against the other chassis. 

Regarding 'this is realistic so it should be' discussion.  Its my experience that realism isn't the most effective measure of a good game mechanic.    'Realism' is nothing more than an analogy that aids in the understanding of a game mechanic, not a reason to implement it. 

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vet wv

Posted May 22, 2010, 6:41 pm
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Valiance said:
Sorry Tinker.


Don't be sorry it's just an idea
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Posted May 22, 2010, 7:07 pm
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The best solution that I saw proposed for this was *cough* Grograts suggestion that the price of ammo for rare weapons in the northern towns should be raised to a level to make such scouts with mega death weapons in SS much less profitable

If people still want to do them for fun fine...

....but it shouldn't be a sure fire way to make a stack of cash
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vet wv

Posted May 22, 2010, 9:47 pm
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Kornkob The Dude said:
There is probably a 'progressive money sink' solution that would address the fleets of 'high end' vehicles  but really--- the problem is lack of balance.  The real reason that there are only a handful of chassis in common use is because they aren't balanced against the other chassis.


I think you're right, Dude; I only mean to point out that operating costs are a part of the overall chassis-balance equation, and maybe one that's easier to adjust than other game-mechanical elements.

Take two sedan chassis, the Symphony and the Windsor. The Windsor is more spacious, holds a bigger engine, carries more and stronger armor; it's clearly the "better" car.  I think that's fine, as far as it goes.  It might be nice, in terms of balance, if the Symphony had other appealing characteristics (for example, better handling or acceleration), but that's outside the scope of game economics as such.

What if the loot value of SS scouts, and the repair costs of the various chassis, were calibrated so that the Symphony driver would have no problem repairing and maintaining his vehicle, but the Windsor driver might struggle to do the same?

Go to, say, Gateway, though, and the money to support a Windsor comes in just fine, while a Symphony, due to its inferior game-mechanical characteristics, probably isn't going to cut it against the tougher opposition.

My idea here -- and I certainly don't know how well this meshes with Sam's vision for the game -- is that it might be possible to adjust the game's economics so that players in SS are incentivized to drive subcompacts, pickup trucks, and Symphonies; in Gateway and Badlands, say, you'd better be rocking the Windsors, Landrunners, and Apaches; get to Texan, Sarsfield, and Firelight, and that's where you want to break out the Buzzers and trash trucks.
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vet wv pvp5 pvp4 pvp2 pvp1 pvp3

Posted May 23, 2010, 4:17 pm Last edited May 23, 2010, 6:09 pm by Snidely Carmichael
*Tinker*
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Snidely Carmichael said:
What if the loot value of SS scouts, and the repair costs of the various chassis, were calibrated so that the Symphony driver would have no problem repairing and maintaining his vehicle, but the Windsor driver might struggle to do the same?


That's already the case, but with inflation it just doesn't make a difference, at least to a average players that's been around a few months


Edit: actually this worked for me for a long time, using an apache in SS is expensive to maintain!
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Posted May 24, 2010, 12:37 pm Last edited May 24, 2010, 12:43 pm by *Tinker*
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I know it's not a popular idea to have different currencies per factions

but would be cool to find some money in loot, if it was like 1 bulk?


*runs away*

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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted May 24, 2010, 8:12 pm Last edited May 24, 2010, 8:12 pm by *Tinker*
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