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Working Real-Time Dynamic Economy. - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Working Real-Time Dynamic Economy. (/showthread.php?tid=24890) |
Working Real-Time Dynamic Economy. - Durandal - 08-15-2009 To avoid totally messing up the economy, maybe it could be reset when the server restarts? I like the idea, but I get the feeling people will give the same old "This turn it into something other than FL" argument. :\ Working Real-Time Dynamic Economy. - Quorg - 08-15-2009 Bad idea. You'll kill trading once and for all. Working Real-Time Dynamic Economy. - Marcus Lindberg - 08-15-2009 ' Wrote:I would rather some routes become stationary, while in my heart routes become non-stationary. Not everyone trades daily. I do agree with this statement, not all routes but few (very few...) While it is an interesting feature, the cargo ships only carry a few thousand of those products. In reality (and in terms of RP), it would probably take MILLIONS to actually make an impact on the economy. Working Real-Time Dynamic Economy. - Jack Ryan - 08-15-2009 I did not really put this forward as an idea to be put in, as I know it would mess with things, and in RP, wouldn't make sense, but I see people saying this isn't possible, and I didn't think it was, without patching. As a matter of fact, the maker of this video has made a radar jammer that removes the ship from radar. Working Real-Time Dynamic Economy. - reavengitair - 08-15-2009 Oh yeah.... Oh yeah...! Lets go! Anyway, how bad could the lag be? Working Real-Time Dynamic Economy. - Cris - 08-15-2009 But the economy doesnt has to be that volatile anyways, it could be made so it takes hundreds of thousands of an item to make a significant change Working Real-Time Dynamic Economy. - gekerd - 08-16-2009 ' Wrote:Bad idea. You'll kill trading once and for all.actually you won't: when a lot of people trade at one route that route will get "killed" but because they didn't supply another base that base will have a higher need of the product -> they will pay more for it (and you'd probably be able to buy the product for less money cause more of it is produced) Working Real-Time Dynamic Economy. - elgeeko - 08-16-2009 I wouldn't mind assuming three things; 1; only some commodities are dynamic. Some routes should be fixed since manufacturing bases like gate/lane construction sites, terraforming sites, Pueblo etc or consumers like bases that have no native O2 supply.. They will always have a fixed buying price for their commodity since they always always need it. If only those routes that involve dynamic free market trade in a believable fashion receive the change, then Id be all for it. 2; NPC trade convoys have to respond to any changes in an applicably real fashion. 3; it has to not cause lag. Working Real-Time Dynamic Economy. - gekerd - 08-16-2009 2 is hard I think cause NPC's fly strange routes Working Real-Time Dynamic Economy. - Cris - 08-16-2009 2) I thought npc were mosly...errr... decorative, I mean, I never check what is being traded and if that route makes sense, but whatever, that makes it more realistic. |