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GoldenFlight
Mother Lode
Registered: Mar 2001
Location:
Posts: 2480 |
Seems like mining is going to be a bigger part of game now, especially needed for smithing new things.
Was wondering if it was possible to (a) rent a mining bot or (b) posses a gnoll to do it for you....
(quirky idea---you can tell I don't like mining, trying to spice it up.)
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03-06-2001 11:27 PM |
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JeremyIrons
Tribes RPG Creator
Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615 |
I posted a thread, probably last year =) as a "think-thread" to make mining "companies" profitable.
Somehow, having miners working for you would be beneficial both to you (the employer) and the miners. And somehow the miners wouldn't be able to become employers (mining skill required?)
How about we throw some ideas around?
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03-07-2001 01:54 AM |
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Wren
GoblinRunt
Registered: Mar 2001
Location:
Posts: 10 |
I personally think that the quota system was a pretty good idea. If when you mine a certain amount, you get a certain amount of cash.
However, since there's many diff. types of gems now, that might not work too well.
Since we already have houses (that I am unfortunately the only member of any of them :hrm, we could set up the mining into sections by houses, instead of having different companies.
I think it'd be cool to have house specific merchants and stuff, where people who mine a lot for their house could get a discount.
Just my 2 cents.
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03-07-2001 02:17 AM |
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Mir
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Registered: Not Yet
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**** I just wrote a longass thing, pressed the wrong button, and erased it all...
okay me start again:
Okay, introduce a global economy.
The Global Economy never changes, its always 100 ( 100%, %'s are easy to make sense of)
and then each of the four houses, plus the three towns has its own 'piece' of the economy.
At server start, they would each have ~14.3% of the economy.
So set up another constant, at 14.3% and this is the standard economy rating.
Now, when people mine, they get gems just the same, but when they sell them, depending on who they sell them to, the sub-economy that the merchant you sell to belongs to will rise.
The farther an economy rating gets from 14.3%, the 'central' rating, the more and more money it takes to increase it more, likewise, the LOWER it gets, the easier and easier it is to increase.
Now, since there is a Global standard, at 100%, everytime one economy goes up, the other 6 drop by 1/6th of whatever the 7th just went up by, thereby keeping the economy balanced.
At the same time, there can be like 5 minute ticks or something, where the economies 'balance' a little, due to NPC trade.
Okay, NOW, another intesting part:
When a certain economy is good, the prices of stuff from merchants under that economy get cheap, BUT the price they are willing to pay should also become less.
I realize in a real world seting the price they are willing to pay would INCREASE, but doing it this way helps keep a little more balance.
its basically this that makes it harder and harder to increase the economy as it gets higher, cause people pay less, so you end up going to a new merchant, and anything sold to the high economy merchant get less money, therefor has a smaller effect on the economy,
I dont know if this makes as much sense written down as it does inside my head, and just looking at it now, it would be a lot of work...
but I think if it was made to work, it could end up working really well.
Oh well, I'll see what you all think
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03-07-2001 06:13 AM |
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Zelgadis
MinotaurReaper
Registered: Mar 2001
Location: Berlin, WI
Posts: 2447 |
if this is going to be implemented may i suggest value tables? calculating all that stuff will be insane. (on lag)
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03-07-2001 09:40 PM |
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Aleman
OgreDreadnought
Registered: Mar 2001
Location: Houston TX
Posts: 399 |
As a member of a house, you could go out on a mining contract to that house. You would be paid in gold persay once you reach the amount specified (would be based on lvl), and the house's economy would rise..
I really like your idea on the fluctuating economy
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03-07-2001 10:14 PM |
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Zxqv8
TravellerThug
Registered: Mar 2001
Location: Chighetto, IL (around there)
Posts: 674 |
ack
Boggles the mind. I'm still downloading the beta (just got accepted) and you all have ideas on fluctuating economies. Mir, with that one post, any ideas i had for mining just flew out of my head. Maybe its all that pot-smoke i was exposed to tonight, but i cant remember a damn thing right now, sorry :P ill have something later.
I hope to help, i tend to notice when something isn't right, because i usually vocalize it.
My brain feels like mush, but by the time this download finishes, it will be friday, and i will be better. Later yo.
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03-08-2001 05:46 AM |
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Mir
Guest
Registered: Not Yet
Location:
Posts: N/A |
Well, I used to be a totally MUD addict.
Mud is a Multi-User Dungeon, for anyone that doesnt know...
its an entirely text based MMORPG.
www.game.org if you want to check it out
I find the younger generations dont have the imagination to play text only games....
but I used to love em.
Anyway, game.org points to Realms of Despair, which is probably one of the largest MUD's out there.
I played it for over three years...
and it changed a lot.
Anyway, a MUD doesn;t have the kind of restrictions on it JI does, with Tribes, but a lot of the things from the MUD are transferrable, thats where I get a lot of my Idea's, including a variable Economy.
It works really, really well in the Mud, and I think it could work here if it didn't cause lag or anything.
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03-08-2001 05:58 AM |
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Mir
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you can even give each group of monsters their own economy (seperate from the global... or not!)
and depending on the economy, they can spawn with better or worse weapons, and they can give more or less coins when killed.
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03-08-2001 05:59 AM |
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GoldenFlight
Mother Lode
Registered: Mar 2001
Location:
Posts: 2480 |
kINDA OFF TRACK...but not...
ANy chance of adding pretty music to some of the crystals in the mine? Like maybe the super one...so we can all sit around and mellow out and mine and not play the rest of the game....
oops, never mind, maybe not a good idea.
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03-08-2001 11:27 PM |
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