[crossfire] specialised shops

temitchell at sympatico.ca temitchell at sympatico.ca
Thu Aug 11 20:37:38 CDT 2005


On a related note for consideration,
I have always liked the idea of having shops pay a bit more and sell for a bit less if the player is a citizen of the same region as the shop.  A citizenship marker object of some sort - available for a reasonable fee. For economy sake, I think it would be better if this worked by actually making the shops pay a bit less and cost a bit more if the player's marker *didn't* match the store region.

Just a thought.

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      From: Brendan Lally <
      
      brenlally at gmail.com
      
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      Date: 2005/08/11 Thu PM 06:12:16 EST
     
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      To: 
      
      crossfire at metalforge.org
      
      
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      Subject: [crossfire] specialised shops
     
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      this patch 
      
      https://sourceforge.net/tracker/index.php?func=detail&aid=1257092&group_id=13833&atid=313833
      
      
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      implements shop specialisation.
     
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      Shop maps now can specify things that they specialise in, and if the
     
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      player has an item that is in one of those categories, then they get a
     
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      better price than if they are not.
     
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      General stores with no specialisation offer a price somewhere in
     
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      between, and shops that specialise in many categories offer worse
     
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      prices than those that are tightly focused.
     
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      players no longer see the exact sale price when they click on an item,
     
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      instead they see an approximation based upon the level of the
     
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      bargaining skill.
     
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      Without the bargaining skill they get a textual estimate (some gold,
     
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      lots of plat, a few silver, etc.)
     
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      Shops can also specify a 'greed' value, in the shop string, this
     
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      allows shops like the blackmarket or scorn's house of healing to offer
     
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      bad prices without setting the value to arbitrary amounts that
     
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      interfere with stacking and are exploitable to level bargaining.
     
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      There are several issues with this as it stands.
     
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      1) should shops be able to give lower prices for objects than others
     
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      would sell for? I am inclined to say yes, but not for generated
     
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      equipment. That needs to have some way to distingush things that a
     
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      shop has brought, and things that it had generated. (probably a new
     
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      flag somewhere)
     
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      2) Is the ratio of prices for specialised shops reasonable? I am
     
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      unsure about this one myself.
     
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      3) does the format of the shop string need to change or be extended?
     
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      What I would like to see is that a lazy high level player might get
     
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      far less than they otherwise would for valuable equipment, and a
     
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      player who knows what they are doing could then rebuy the stuff that
     
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      is dropped, (for more than it was sold for trivially) and sell it for
     
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      more in a specialised shop.
     
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      Possibly the rest of this belongs on the maps list, but without the
     
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      above context it won't make much sense.
     
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      Since the string that defines the shop is in the map header, it
     
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      follows that there should only be one shop on each map. I have checked
     
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      the maps-bigworld distribution and found the following.
     
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      grep -r "shop_mat" * | uniq -c | sort -n | cut -d ':' -f 1
     
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      ...
     
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            3 unlinked/kandora/elcyon/gnome_hut            - one shop
     
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            4 brest/brest.cvt                                              - one shop
     
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            4 brest/brest.scrolls.right                                 - one shop
     
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            4 darcap/darcap/circus/shooting                     - two shops
     
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      selling the same things
     
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            4 mlab/citydeclouds/citydeclouds2H                - one shop
     
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            4 santo_dominion/shops/rings                         - one shop
     
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            4 unlinked/Greyshield/Fortress                         - two
     
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      shops should be able to tile along x=20
     
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            6 mlab/citydeclouds/citydeclouds2A               - two shops
     
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      tile onto other maps ( a nightmare to deal with)
     
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            6 mlab/citydeclouds/citydeclouds2F               - one shop
     
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            6 scorn/shops/scorn.sale1                              - one shop
     
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            8 mlab/citydeclouds/citydeclouds2B              - tiles from
     
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      cdc2A - similar issues
     
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            8 navar_city/misc/market1                            - 4 shops,
     
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      will tile cleanly (and fix a shop listing map bug at the same time)
     
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            8 santo_dominion/lord_byron/main                - 4 shops might
     
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      break in interesting ways
     
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            8 unlinked/vol_vill_shops                                 - 4
     
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      shops, will tile nicely
     
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            8 wolfsburg/dept_store                                    - 4
     
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      shops will tile nicely
     
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            9 mlab/citydeclouds/cdcbigstore/cdcbigstore2f  - one shop
     
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           10 mlab/citydeclouds/citydeclouds2E               - a maze of
     
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      shops, I don't want to  even attempt to touch this one.
     
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      so then, the only maps that may cause problems to split up are 
     
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      unlinked/Greyshield/Fortress 
     
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      mlab/citydeclouds/citydeclouds2A
     
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      mlab/citydeclouds/citydeclouds2B
     
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      santo_dominion/lord_byron/main
     
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      mlab/citydeclouds/citydeclouds2E
     
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      the 'shop' string is optional, without it shops just won't give such
     
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      good prices, I am therefore inclined to ignore the fortress and SD
     
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      maps.
     
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      mikee if you are reading this, your comments on this wrt your mlab
     
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      maps would be appriciated.
     
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