Topic: [Concept] The moving of money
Everyone knows the problem of money in games. This is a process that is difficult to control. There is no mechanism that can reduce or increase the total amount of money. We can only balance this. In real life money is the equivalent of goods and services. The state controls the total weight of money. The game's different. The inflow of money into the game depends on players. Money is created as much as want the players. This is such resource as the ores. The only difference - it does not disappear as ore (with robot losing).
A typical way of money:
The hunter kills the NPC or performs assignment -> Purchase of equipment -> Purchase resources to build the equipment.
Of course the scheme more complicated, but the point in this. Where is all money? Miners - last owners of money. Money is only accumulates.
This raises a question: What to do?
Solutions:
1) NPC's shop.
NPC gives the money, it should offer something to get it back.
In this game there are things that can be bought only from NPCs. Also it's possible to buy any ammo/charge by constant prices.
2) Resource cost.
Resources should cost the money. But how to realize?
In this game you can kill the NPC and get a broken item. This item can be repaired for money. As result you get more resources from this item.
3) Item creating cost.
Each item should have material and money cost.
In this game factory and prototyping works fine. Nothing to discuss here.
So... We see that the withdrawal of money from the game is. But it's not perfect. Money accumulates and do not moves. No need to create new systems. Need to improve current.
1) Active NPC's shop.
In games with the smart economy it's possible to create absolutely everything. But common things (like t1 equipment) should be cheaper to buy than build because the competition with NPC. The area of competition - the market of standard equipment and ammo/charges.
I see the problem with fraud here. Same item can be resold many times with low price. As result it possible to decrease the average price for it.
As variant it possible to not consider "short deals".
2) Correct resource distribution.
I remind that main inflow of money gives hunters. As the miners get minerals from the Nia, so hunters earn money from NPC hunting. But why need pick up/haul/repair t1 items if possible and simplest way is mining/buying ores?
Answer: T1 should contain specific resource, which impossible to mine on alpha. But it should not cover all demand.
I don't know where from appeared "great" idea to remove espitium from t1. It was a good strike on economy.
TLDR: The whole economy always will be based on alpha. Money should work instead of accumulating. Need to improve NPC market and organize good money withdrawal through the repair shop.
...no need snatch player's money under the pretence of fixes.
Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...