' Wrote:Dynamic economies I have played in the past have been boring as hell.
thats just trading in general for you, course its gonna be boring if you cant just use your one run every day constantly, means your gonna need to put a bit more effort into it to get those credits, movign around alot more instead of pulling out 100-200million a day with no sweat
Thing is, only a small drop of price of certain commodity for like 400-600 per unit makes you change routes... and sell on place where price has gone high... This would be accompanied by Sirius News services which would say in which part of space prices dropped and where they get higher.... Imagine actually listening to stock market (forums news RP topic) before deciding what trader route to take that day,,,,
I know that re balancing current trade routes and making them more RP wise is a massive and hard work so my Kudos for that goes to Xoria and all other people who are helping...
EDIT :
Quote: It's also the hardship of going between bases trying to find a new trade route after the one you've been doing has gone awry.
That is why I think that dynamic economy is good, and your profitable route will not be delated, but just less profitable for a while and after that maybe even more profitable....
I have played on several servers that used a dynamic economy.
The upside - It can be entertaining to have to go explore again to locate that new money maker run.
The downside - how players react to it and some will use the following methods to locate the new trade route
Traders have to spend a lot of time looking for the new trade route via news or exploration.
- Takes a large amount of time (hours usually) and risk being pirated constantly.
Create a "market" ship, this contains 1 of all the major commodities so a player can glance at the listing for the price updates - Can run a high risk of exceeding the maximum number of items allowable on a ship and requires a ship that has visited every base.
Use an external program to locate the best trade routes. - To some this is viewed as an exploit or outright cheating.
Spend a lot of time chatting in system to compare routes - Time consuming and also notifies pirate that there are traders in the area.
Main downside - Requires that every player updates their game files at every login. Places additional strain on server resources and the database. The server crashes quite a bit currently, do you really want to push it further?
Well, we've been working hard on a change, as Kuriane suggested...a dynamic economy would be amazing, especially if we could influence it based on RP events as well as trade....I believe its worth doing...would be a shame to have it done while we're redoing the economy, though..work lost, and what we're doing really is a drastic and phenomenal change.
' Wrote:First and most important is Dynamic economy, can this be coded in Disco?
Yes it is possible, and I know how it is done, however it requires a client to be downloaded client side and one on the server. All it does it watches what commdoties are purchased the most on the server, then adds a new commod file and when you attempt to run the client side program, it downloads the new file(s) to your FL directory and boots the game, and bingo, dynamic economy. The first sever to do this was www.evolvedones.com . If the admins are interested, I recommend talking to "Sledge" who is the Admin there to see what can be worked out to get it for disco.
~Leo
You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark. Roleplay is dead. Long live Powertraders and PvP I guess.
It would be perfectly ok, if the economy would be "Dynamic" say it would change once with every mod version... Anyhow, I put very high hopes on the current realistic economy team Disco is producing...
Static economy has some benefits, waiting around, for them traders to fall in, and then nabbing them, hell without the likes of Niobium run, pirating would be less profitable...
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Making dynamic economy work is not complex. All you need is a server-side program that rotates trade routes based on a template, and a client-side program that downloads and implements the new commodity files on the computer of each player.
The thing is, that there is a lot of resistance from players about installing more apps with the mod, and despite the concept is rather simple in paper, its not that simple to implement on the mod.
I've been willing to write the client and server apps for a while now. But I've never had the time to do it, as it would take a me quite a while to do such a software with the required quality for it to be deployed with the mod. . .
Before you ask, reverse engineering other mods dynamic economy system is something that WILL NOT be accepted. That would be considered as stealing. And we don't allow stolen stuff to be added to the mod.
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
On other mods it's a waste of time and effort, some of the people trading for money just look up the new routes when they update, and then the other traders simply follow their routes, and the pirates follow the traders and nothing really changes.