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Working Real-Time Dynamic Economy. - Printable Version

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Working Real-Time Dynamic Economy. - Jack Ryan - 08-14-2009

Have a look at this, while its worked by FLhook commands, perhaps we could adapt it to work based on how much of something is taken to wherever?

The Guy who did it.




Working Real-Time Dynamic Economy. - Cyberanson - 08-14-2009

My first thought: not bad at all. Although it's just some little FLHook command.

The problem is, like some other changes, the server load. Let this thing run, while 190 players are online and (I guess) 40 selling and buying items at one moment. I guess the server crash count will increase...

But on the other side: please do it!!


Working Real-Time Dynamic Economy. - Gabrielle - 08-14-2009

This has been posted a few times. It's up to the development team.


Working Real-Time Dynamic Economy. - Elsdragon - 08-14-2009

I would have to say....No.Given the limited Number of IRP routes, If they get run to death, Corps have no other options


Working Real-Time Dynamic Economy. - X-Lancer - 08-14-2009

this will introduce massive lag to server side..and everyone who plays the game will get angry cuz it's so laggy


Working Real-Time Dynamic Economy. - Cris - 08-15-2009

My thoughts

Pros:
-less powertrading, since dynamic economy would force traders to finde other routes
-more fun in trading due to "investigating" about new routes
-more realistic, like real life economy.

Cons:
-More items must be added, to avoid over selling one item that means a lot of work and rebalancing
-Laggggggg
-more routes and bases should be added to avoid rp traders from making low profittings.

Still I think it would be cool to implement that in disco



Working Real-Time Dynamic Economy. - DeathsOverture - 08-15-2009

If we implemented this, people wouldn't trade. They would just buy cargo at a low price, and since there is no risk of losing any money, they'd wait till the price is higher and sell it.


Working Real-Time Dynamic Economy. - Fletcher - 08-15-2009

While I like the change with a new economy, i must say no overall.

Not everyone does trading, not everyone keeps up with the routes.

I would rather some routes become stationary, while in my heart routes become non-stationary. Not everyone trades daily.


Working Real-Time Dynamic Economy. - Benjamin - 08-15-2009

' Wrote:I would have to say....No.Given the limited Number of IRP routes, If they get run to death, Corps have no other options
yeah this was my first thought. sucks if you're synth paste. what's that, you have one commodity? I'm sorry, some zoner traded that earlier this week; you're all unemployed.


Working Real-Time Dynamic Economy. - bluntpencil2001 - 08-15-2009

It would need a demand function, as well as supply.

There would be a constant, high demand for food, for instance, but not for, say, artifacts.