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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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This Weeks Hypothetical Scenario

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This Weeks Hypothetical Scenario
Offline Fletcher
08-25-2009, 05:48 AM,
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In this scenario, a live economy system is drawn up and implemented into the Discovery economy model.

Meaning the more one thing is traded, the prices for it alter depending on supply and demand. If a lot of people lets say traded a lot of Engine Components from The Ring, that would cause prices for that at its source to go up up to high demand, and in my mind, its raw components prices will begin to rise at that sell point. Meaning The Ring will want a lot more raw materials to create Engine Components, requiring more people to ship the raw materials to stabilize the rise in price to the Engine Components since there will be more supply, in theory.

Meaning, there will be a larger need for people to slow down, or stop shipping products, exotic items, and ship raw materials. This could also apply for consumer goods and oxygen in far flung bases, that over time require these necessities to keep functioning and produce items. This will mean true Zoner trade routes and true Planetform RP trading the necessities, not the luxuries. Oxygen and water are vital to survival, yet I've never ever seen one shipping them. Why? Not enough profit for funding.

The amount that the prices rise and fall, is all up to the raw material and energy foundation, then the needs of the production centres, and the needs of the end source. This is kind of a simple economic model in my mind, and could be wrong.

But this economy, while would take a lot of work and updating I expect, would either kill or strangle power traders, and encourage RP correct, and even NPC trade routes to be taken by players. Stimulating player growth in trading factions, and the escort business, and give the Zoners a far more logical role in trade routes as is the knife in their reputation these days. Not to mention, I think pirates could use some variety than the normal stomping grounds day in, day out.

Now, since I tried to explain the Dynamic Economy model I have in my, and possibly others minds. How would you take it, or perceive the changes in the game with its implementation?

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Offline Lenny Bruce
08-25-2009, 06:18 AM,
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I like. It has been done sucsessfully elsewhere, and would force traders and pirates out of their "comfort zones".

My only concern is that Disco is such a stable mod, if a dynamic economy mucked that up at all, forget it.

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Offline Cyberanson
08-25-2009, 07:14 AM,
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Mister Bruce is right. That is one of my biggest concerns when it comes to the dynamic economy.

If we would ignore the stability, I only have one other concern. Let's say I let my ALG boys trade our Ship Hull panels excessively with Kusari... let's create a chain: the price in Kusari falls, because they have enough. The price for raw materials on Dortmund station rises, because we produce more. That means, that we are forced to get more raw materials from let's say Elbich Mining Facility. Following this chain, the prices for food, water and oxygen on this station would rise and the raw material would become more expensive. Now my question is:

Would ALG be forced to haul these consumer goods to the mining facility, just to lower the price for the raw material? Who will do it if not we? I say, that transporting water, food and oxygen is not the task of ALG.

Please think about that. It would need way more traders too keep this entire system running.

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Offline Friday
08-25-2009, 07:41 AM,
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There would need to be boundaries placed on any commodity price swings - to prevent unrealistic changes to the economy occurring.

With fluctuations in pricing, it may also become desirable to haul mixed cargos. In Ventana's scenario, an ALG transport might well decide to haul a couple of hundred units of mixed sundries to Elbich in order to keep their pricing at an optimum level.

And with a shifting economy, there is one commodity that will become very valuable...information!

And if the economy is shifting over time - then some groups such as Junkers, Zoners or IC may not need dedicated routes - they would become more itinerant, forever chasing the next bargain...


Overall, the economy doesnt have to vary much in order to have an effect. Small changes over time would throw in some interest and variation. The economy should also have 'manual' tweaks thrown in by admins - in order to redirect traffic as parts of any storyline progress.

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Offline tansytansey
08-25-2009, 07:51 AM,
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It would give the otherwise 'useless' commodities such as Water, Oxygen, stuff like that some actual trade value. Because no one ever trades those.

I think the reset value for the 'demand' would have to be very quick, or certain corporations will run out of goods to run to their bases. If 5000 water dropped the demand of a station by half for an entire day, for example, then that entire run would pretty much be screwed. And there's only so many commodites, and the ratio of traders:goods favours traders greatly...

Either it will have to take tens of thousands of goods to make a change to the demand, or the demand will have to return very quickly.

Also, what happens after a server restart? Does the dynamic economy pick up where it left off or does it reset to it's original value and the cycle starts again?
I'd predict if that happens, the made 'trader rush' will be worse than the 'code rush' after a server restart.

Also, if we can impliment negative effects against a base for lack of supplies (maybe goods/equipment cost more on the base, or something) then it will give 'cutting off the supply route' a real reason for factions like the Privateers.

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Offline darthbeck
08-25-2009, 07:55 AM,
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unless profits were bumped up, discovery would die with this type of economy.

the reason, is that no one likes hauling cargo across siruis, only to find that their profits have been halved, due to the other three traders who had hauled that same cargo.

and now that trading would be even worse, people would stop getting new things, which meant the pirates would have nothing to do, and then they would stop logging on. so the police/navy would ahve nothing to do,and then the rest of the players would begin to leave.

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Offline .:Mongoose:.
08-25-2009, 08:10 AM,
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' Wrote:the reason, is that no one likes hauling cargo across siruis, only to find that their profits have been halved, due to the other three traders who had hauled that same cargo.

I think it is a very good idea and would very much make the whole universe feel more real. As mentioned it would bring into play alot more of the under used commodities and make trading more interesting and challenging, and pirating to that matter.

Unfortunatley there are some traders who like to jump in thier trader haul the same goods between two points and know they are getting 10mil profit. Also some pirates might start to 'wander' outside thier ZOI as the traders no longer come that way due to the demand for cargo elsewhere.

I think it would be fantastic in the long run and make the whole universe more dynamic and the rp much enhanced, however I feel there would be a great deal of opposition and numerous problems following implimentation. You would propably loose a fair amount of players who are used to knowing what sells where etc. Saying that I am sure they would just install FLCompanion and find out what 'todays' profitable route is.
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Offline Cyberanson
08-25-2009, 08:11 AM,
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' Wrote:With fluctuations in pricing, it may also become desirable to haul mixed cargos. In Ventana's scenario, an ALG transport might well decide to haul a couple of hundred units of mixed sundries to Elbich in order to keep their pricing at an optimum level.
Look, that would be ooRP and not what ALG is designed for. We transport waste, scrap, nuclear stuff and heavy industry metals. ALG does not supply the mining facilities of others. That's what the correspondig company is responsible for. We would need at least some people in every faction, in order to keep this system stable. Kruger would need to be active, as we get some raw materials from them, or Gateway decides to support our common ally. Would give some more sense to the generic shipping corporations.

' Wrote:Also, if we can impliment negative effects against a base for lack of supplies (maybe goods/equipment cost more on the base, or something) then it will give 'cutting off the supply route' a real reason for factions like the Privateers.
Indeed a very interesting idea. If a certain faction interrupts the supplies for the mining or pruduction facilities, the corresponding house would be forced to intervene against the aggressors. That would certainly rise the tensions at some points, but would be a good way to bring activity to a bunch of factions.

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Offline swift
08-25-2009, 08:22 AM,
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Well Ventana, perhaps that'd finally encourage making -real- trading deals, one not just on paper, but ones which are RPed and played out in game.

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Offline Cyberanson
08-25-2009, 08:26 AM,
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Of course Swift. And that is something I would encourage. RP is always good.

I would even like to go a little bit further with this idea (It might look revolutionary and impossible, but I like it): When it comes to faction, I still think their powers are not enough. Especially trading factions are lacking influence somehow. What I am dreaming of, is some economy adjustment, based on solid forum RP, which allows certain factions to set prices on their respective bases for certain other factions. But that would require Sprolfs idea with the ID based commodity prices to be implemented first.

Man, that would be great.

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