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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Why FL economics does not work

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Why FL economics does not work
Offline The Savage
12-09-2015, 10:30 AM, (This post was last modified: 12-09-2015, 01:17 PM by The Savage.)
#41
Probation
Posts: 1,034
Threads: 60
Joined: Nov 2015

@Arcano
I'm sorry to disappoint you, but I experienced it myself many times, as usual attitude of many skilled players on Disco is that "your silly roleplay doesn't matter on Disco, only blues do".
Offline Swallow
12-09-2015, 12:35 PM,
#42
Member
Posts: 4,493
Threads: 213
Joined: Jun 2010

Lock this please.

FL MOD(EL)MAKING: TOOLS, RESOURCES, TUTORIALS AND MY SHIPS (OLD)

I am on discord: Roal-Yr#5994, I don't log on forum more than a few times a year.

I am not making ships for FL anymore, I am making my own space game instead:
https://github.com/roalyr/GDTLancer
https://roal-yr.itch.io/gdtlancer
https://youtube.com/playlist?list=PL5HQB...cdH45LZgjj
Offline Croft
12-09-2015, 02:41 PM, (This post was last modified: 12-09-2015, 02:41 PM by Croft.)
#43
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Posts: 1,642
Threads: 124
Joined: Oct 2011

I think the thread may yet be salvaged Swallow.

The main points have already been covered, if not a little lost in the murky depths of the thread but the overall goal is clear enough. The question becomes if the outcome will be the one desired. Bluntly put, by adding any form of mandatory credit sink you are creating a demand upon the player to dedicate a certain amount of time in order to continue playing. The closer the input and output of credits becomes, the greater the requirement upon the player.

This can be disguised, as Lyth rightly put it, by making credit earning an enjoyable task with more varied ways of making credits making the system less noticable. At the moment we have roughly four ways of generating credits: Mining, Trading, Smuggling and Missions. Unfortunately this list is also some of the more boring roles within Disco with the latter two avoiding interactions completely. Unless we can make these methods more fun, or add other forms of income any overly noticable credit sink will likely backfire.

Jimmy The Rat | Croft's Feedback | The Rat Pack
DragonRider
12-09-2015, 03:52 PM,
#44
Unregistered
 

Freelancer econmomics don't work because freelancer has no economy.
Offline Thyrzul
12-09-2015, 04:03 PM,
#45
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

(12-09-2015, 02:41 PM)Croft Wrote: Bluntly put, by adding any form of mandatory credit sink you are creating a demand upon the player to dedicate a certain amount of time in order to continue playing.

Let me disagree here with claiming that if we introduce rewards as money sinks then dedication of time will not necessarily be required to continue playing itself, only to have access to the perks one may acquire in exchange for spending their credits in said sink. Bluntly put, you could still ignore sinks and play with poor man's toys, or spend some extra time to play with some extra toys.

(12-09-2015, 02:41 PM)Croft Wrote: At the moment we have roughly four ways of generating credits: Mining, Trading, Smuggling and Missions. Unfortunately this list is also some of the more boring roles within Disco with the latter two avoiding interactions completely. Unless we can make these methods more fun, or add other forms of income any overly noticable credit sink will likely backfire.

Let me note that when discussing the nature of these roles in relation to interactions you forgot to mention that besides these there are still other activities in this game, like piracy, mercenary jobs or bounty hunting, which are not generating, only recirculating credits, but seek activity more than the ones you mentioned. At the same time we don't have to start this trend with introducing an overly noticable sink, I'm sure at first a smaller one would do just as well.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
Offline TheJarl
12-09-2015, 04:40 PM,
#46
Member
Posts: 1,855
Threads: 84
Joined: May 2010

Locked at OP's request.

[Image: yXeeIiN.png]
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