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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Working Real-Time Dynamic Economy.

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Working Real-Time Dynamic Economy.
Offline Durandal
08-15-2009, 01:42 AM,
#11
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Posts: 5,106
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Joined: Apr 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. :\
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Offline Quorg
08-15-2009, 01:48 AM,
#12
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Bad idea. You'll kill trading once and for all.

ATTENTION SMUGGLERS
The Midnight Express: A Slaver <strike>who doesn't completely realize what he's doing.</strike> (video)
Merged to trim sig Wrote:Quorg, you're officially a moron.

...mongs like Quorg being like a malignant little cancer...

Way to be useless, Quorg.
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Offline Marcus Lindberg
08-15-2009, 01:54 AM,
#13
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' 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.
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Offline Jack Ryan
08-15-2009, 01:58 AM,
#14
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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.

[Image: jamesknox.png]
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Offline reavengitair
08-15-2009, 03:27 AM,
#15
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Posts: 3,399
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Joined: Dec 2008

Oh yeah....

Oh yeah...!

Lets go!

Anyway, how bad could the lag be?
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Offline Cris
08-15-2009, 04:09 AM,
#16
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Posts: 1,103
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Joined: May 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

Join DHC today! Click >>here!<<

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Offline gekerd
08-16-2009, 05:35 PM,
#17
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' 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)

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Offline elgeeko
08-16-2009, 05:45 PM,
#18
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Posts: 324
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Joined: Jun 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.

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Offline gekerd
08-16-2009, 08:45 PM,
#19
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2 is hard I think cause NPC's fly strange routes

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Offline Cris
08-16-2009, 09:58 PM,
#20
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Posts: 1,103
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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.

Join DHC today! Click >>here!<<

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