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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Dynamic Economy

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Dynamic Economy
Offline Jinx
10-28-2007, 11:19 PM,
#11
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they have? - last time i read a report they were using rather old patrol boats. - of course anything with a weapon beats a normal containership crew. anyway - what the pirates do is not to sink the ships, i believe but to kill the people - something we can t really do on FL - to sink such a huge ship, those pirates would prolly need bigger guns even.

( thats just from my memory from a report i read about piracy in the indian and asian sea - around 5 years ago )

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Offline Xing
10-29-2007, 12:16 AM,
#12
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alright. do we disarm all our transport because its unrealistic? I dont think so.

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Offline Snip3rNife
10-29-2007, 05:57 AM,
#13
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Transport turrets = self-defense, but not enough to go it alone.




Which is good.

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Offline Victor
10-29-2007, 10:27 AM,
#14
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OK. What if the price fluctuation always work in a certain percentage... like within a range of 20%... it randomly changes all the time ??

It would be a small change in price everytime you trade, but it could make a big difference...

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Offline RingoW
10-29-2007, 12:48 PM,
#15
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1. This game is a space combat simulation which is giving additional abilities to trade, but it is not a buisness simulation.
2. To simulate a more realistic buisness system it would need a new program embedded into th FL source code. Can we do that? Hardly
3. The only way would be to change profitable routes and prices with each new Disco release. If we do so, it must be in a logical way or the game feeling will be spoiled.

AoM
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Offline Yngen
10-29-2007, 10:12 PM,
#16
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when you think about it, Disco already has a dynamic economy to an extent. Its just a really slow moving one.

for example:

Every time a new mod release comes out, the players seek out the best trade routes and power trade them. Over time people get bored or tired of being in the same place and start complaining on the forums. Eventually the modders decide to nerf the offending trade route (i.e reduce the profit for a commodity or route.)

Vuoala-dynamic economy.

The cycle repeats. So you in essence get an economic upheaval every 6 months or so.

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Offline napalmeddie
10-29-2007, 11:07 PM,
#17
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I just know that I've haven't been trading too long and it already has kinda dried up on me. Go back and forth between the best trade routes with the biggest ship you can. Make a crap load of cash and repeat. There's lots of traders in the game so I was hoping to add something that would make that aspect more interesting. I know it's a combat sim but I guess I was thinking on growing into something bigger. Is it bad to think beyond what is done and established? I hope not

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Offline Yngen
10-30-2007, 12:52 AM,
#18
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You gotta play a little more make-believe. Some people aren't into this, but you can role play just as much with a trader as you can with a fighter or battleship. There IS more than one profitable trade route, they just take slightly more time or pay out slightly less money.

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Offline napalmeddie
10-30-2007, 03:59 AM,
#19
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Yeah, I guess I just haven't been on when a lot of RP is going on. Mostly it's people flying to and fro saying "hi" over the system channel and that's it.

It is always better to avenge dear ones than to indulge in mourning. For every one of us, living in this world means waiting for our end. Let whoever can, win glory before death. When a warrior is gone, that will be his best and only bulwark. Beowulf


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Offline Eppy
10-30-2007, 04:15 AM,
#20
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Actually, as I recall, there was an old mod on Lancer's Reactor for a Dynamic Economy. I don't know if it worked, back when I actually checked those boards (About a year ago now) I was still something of a noob looking for Teh Uber Ship, so I didn't try it, but if it turns out to be worth something, maybe it can be looked at...

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