Well, I just played my MMORPG for the first time in many months. Things are horrible there. I was rich when I left the game for a few months, and now I am dirt poor. Things are in the hundred million and billion prices, which is not normal. Could this happen to freelancer or discovery? Think about it, really.
I dont tend to think so, because all prices are fixed by the bases. Commodities, ships, and what not. Hypothetically, of course, What if someone had about 100,000 or more millitary vehicles in their hold (hacked) and sold it for 15,705 each at McDuff?
Thats nearly 1.5 billion credits. They'd be rich, but how would this effect others? Would it even at all?
What happened in Endless Online was similar to that, except it effects others. They copied, essentially, a certain item and sold it at an NPC dealer for 10,000 "Gold". They had a whole lot of that item, perhaps 100,000,000 units. They had a TRILLION gold, which is not attanable by regular means. They then started buying things at huge prices, or simply dropping the gold in the most crowded places in the game. This caused inflation to rise hugely. Do you think something like this could happen in Discovery, or Freelancer?
I'd think so, because, again, its a fixed economy.
With FLhook's capabillity of "Selling ships" to other players, could this happen? Could someone somehow copy their BS/Carrier/ect fifty times and sell them to players for less than the buy price on the base?
I really like economics and I wonder what you think.
In the end, we've actually had pretty high inflation. Battleships didn't cost very much back in 4.75, and came fully equipped. Now they cost 500mil, not counting armor/equipment.
Is that inflation, or a rise in prices? Are credits worth LESS now a days or are the ships worth more? See this is the part that confuses me...
In my MMORPG [Endless Online] You kill "Monsters". They drop items, wether it be armor, weapons, ect. Esentially, your getting X item for free. I suppose this is the cardinal difference between freelancer and EO. The players chose the prices. Perhaps inflation would be horrible if we had a dynamic economy...
Prices go up because the devs moved them up to reduce capwhorage, BC's used to be 98-100 something Million. What would happen if they were left the same price, Battleships were 500m i think back then too... A select few members change prices here, anyone with rudimentary coding experience could do it in endless...
Prices went up because getting credits was too easy.
However, now that you're back on your regular trend of 'Dev team conspiracy!' I'm going to leave this thread. Guess you've gotta find someone else who's been here long enough to actually comment on this and who can still stand you.
I'd say that credits in Sirius have been inflating.
Given that back in vanilla, a million credits was a fortune. (What Trent was getting for the Boron.) Now, it's pittance. The widespread damage after the Nomad war, and then the wars afterward with the destabilisation of houses has definitely led to the inflation of credits. It's logical, really.
And the best part is that things actually HAVE inflated.
In the end, we've actually had pretty high inflation. Battleships didn't cost very much back in 4.75, and came fully equipped. Now they cost 500mil, not counting armor/equipment.
In 4.83, a battleship was 100 mil. Gunboats were 6 mil. The Gull was 2 mil.
"THE HULL HAS BEEN BREACHED AND THESCIENCEIS LEAKING OUT!"
Like the above poster said, there can't be inflation. When you buy say 500 military vehicles from Fort Severn, then the money you pay just disappears, it is given to the NPC faction, who don't use money, If said money went to player factions who owned the base then there would be inflation. It is all about circulation, if the money is kept in circulation then prices will inflate, battleships going up in price is just price increase, to defer players from spamming Battleships.
Dream Theater - "Sabre120 and Jongleur officially win. That is all."