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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Denomination of credits

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Poll: Shall sirian credits be denominated?
You do not have permission to vote in this poll.
Let's not
40.35%
23 40.35%
Let's divide by 10
43.86%
25 43.86%
Let's divide by 100. I am aware of possible consequences
15.79%
9 15.79%
Total 57 vote(s) 100%
* You voted for this item. [Show Results]

Pages (3): 1 2 3 Next »
Denomination of credits
Offline Invoker
08-15-2019, 08:46 PM, (This post was last modified: 08-15-2019, 09:57 PM by Invoker.)
#1
Member
Posts: 55
Threads: 7
Joined: Feb 2019

Freelancer inflicts relatively low limit of credits you can hold at a time.
Denomination should help to solve the problem. Limit will still be same, but hitting it harder.

Pros:
+ More convenience to store vast amounts of credits at single character.
+ Decrease count of character corruption cases because of summary value exceeds limit.

Cons:
- Price deviation. Not so noticeable if divide by 10, but if pretend prices are divided by 100, rounded and then multiplied by 100 back, we get ±50 credits price deviation for all items in the game. All prices that were less than 100 become equal to 100, which increases prices of oxygen and water - POB supplies and increases medium price of FOW by 15%.

(08-15-2019, 09:35 PM)Loken Wrote: It's not about reducing the value of people's money (that is the definition of inflation). It's about reducing the amount of money in proportion to the 2 billion limit, while having it keep the same value or 'purchasing power'.

This would have no impact on the amount of wealth players have, or how long it takes to acquire wealth, it would just scale the wealth more realistically and give you more room to store it.
Reply  
Offline Altejago
08-15-2019, 09:07 PM,
#2
Resident Trucker
Posts: 1,798
Threads: 125
Joined: Aug 2010

While the idea is novel, I think an easier approach is make things more expensive.

[Image: KUoTN2f.png]
  Reply  
Offline SnakThree
08-15-2019, 09:09 PM,
#3
Member
Posts: 9,092
Threads: 337
Joined: Mar 2010

(08-15-2019, 09:07 PM)Altejago Wrote: While the idea is novel, I think an easier approach is make things more expensive.

The limit is 2.1 bil per ship. So increasing it will only lead to ship value skyrocketing and possibly corrupting if you have expensive stuff on it.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
  Reply  
Offline SnakThree
08-15-2019, 09:11 PM,
#4
Member
Posts: 9,092
Threads: 337
Joined: Mar 2010

(08-15-2019, 08:46 PM)Invoker Wrote: Cons:
- Price deviation. Not so noticeable if divide by 10, but if pretend prices are divided by 100, rounded and then multiplied by 100 back, we get ±50 credits price deviation for all items in the game. All prices that were less than 100 become equal to 100, which increases prices of oxygen and water - POB supplies and increases medium price of FOW by 15%.

Solution is to combine those items into one commodity.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
  Reply  
Offline LaWey
08-15-2019, 09:31 PM, (This post was last modified: 08-15-2019, 09:32 PM by LaWey.)
#5
SCEC studying YOU
Posts: 1,298
Threads: 69
Joined: Jan 2018

Was for this long time, actually this is only thing which can save this eco by small blood, and return healthy inflation instead of this artifical choke.

Also. PoB commodities anyway cost shitty. They should cost more.
Reply  
Offline Dark_Knight
08-15-2019, 09:32 PM,
#6
RP Extraordinaire
Posts: 590
Threads: 81
Joined: Jan 2019

I think the mod has gone on so long that any attempt at changing how credits work will most likely cause irreparable issues.

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Offline LaWey
08-15-2019, 09:34 PM, (This post was last modified: 08-15-2019, 09:35 PM by LaWey.)
#7
SCEC studying YOU
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(08-15-2019, 09:32 PM)Dark_Knight Wrote: I think the mod has gone on so long that any attempt at changing how credits work will most likely cause irreparable issues.
Denomination is just divide credits numbers, rising their buying capacity. if we divide prices same, its not change players buying capacity, but will left space for normal inflation.

Basically, this crap cant be worse, seriously, its already choking hard.
Reply  
Offline Loken
08-15-2019, 09:35 PM,
#8
Phantom of Roussillon
Posts: 2,205
Threads: 80
Joined: Jun 2010

(08-15-2019, 09:07 PM)Altejago Wrote: While the idea is novel, I think an easier approach is make things more expensive.

It's not about reducing the value of people's money (that is the definition of inflation). It's about reducing the amount of money in proportion to the 2 billion limit, while having it keep the same value or 'purchasing power'.

This would have no impact on the amount of wealth players have, or how long it takes to acquire wealth, it would just scale the wealth more realistically and give you more room to store it.

[Image: NVY3f0y.png]
Reply  
Offline Karst
08-15-2019, 10:30 PM,
#9
Chariot of Light
Posts: 3,023
Threads: 218
Joined: Sep 2009

Dividing by ten makes sense, sub-ten credit differences are totally irrelevant even in huge shipments. There's no reason to divide any more than that, ~21 billion is already a massive amount of credits for a single ship.

[Image: jWv1kDa.png]
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Offline Busy Miner
08-20-2019, 06:55 AM, (This post was last modified: 08-20-2019, 06:57 AM by Busy Miner.)
#10
Gold-digger
Posts: 147
Threads: 5
Joined: Oct 2017

Is this even possible/feasible? Game masters would be required to go through each and every character and do this by hand. Would probably be easier to design some script to lift the money system out of the 2.1 billion limit. It works with POBs, so could be possible.
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