[crossfire] specialised shops
Brendan Lally
brenlally at gmail.com
Sat Aug 13 19:52:00 CDT 2005
On 8/13/05, Mark Wedel <
mwedel at sonic.net
> wrote:
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If memory serves, garbled actually put in code that did sort of the supply and
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demand thing. IIRC, prices to buy stuff were basically nothing.
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The most basic is that there is little stuff that players buy in stores.
Yeah, this is why I haven't tried to deal with macroeconomic supply
and demand. I doubt I ever shall.
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Also, I think the crossfire approach goes back to a long line of RPG games,
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where you go back and sell your stuff in the shop.
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Looking over the patch, a few quick thoughts:
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1) Why not put shop_greed as its own field to make it easier to pull that data out?
well, the thing is that if I start doing that, it can lead to a stupid
number of map headers. I have been writing in a prefered race to the
things it can parse for, I suspect other things may be added with
time.
Also with a single line to parse, it is easier to write a simple bash
script to find the best place to sell any given item, not that anyone
would do that of course.... :)
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2) Another thought would be to add a shop_cap value or the like. Right now, in
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the sell function, there is a point where objects higher than a value become
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worth quite a bit less (lines 155-160 in shop.c). Having these adjustable based
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on shop could also be interesting (high level players wouldn't find scorn shops
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very useful, but places like lake county or brest could be more useful).
And there we have another thing :)
actually that is an idea I really rather like, I don't know if there
is a nice way tell a player that they are up against the cap though,
(maybe in the description in c_object?)
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Likewise, havinga shop_min_value which is the cheapest items shops will buy
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from players could be interesting (shops have a minimum standard to uphold) -
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selling junk at the brest shop is not likely to be welcomed.
yes, this also would work quite nicely
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One could see having 'membership' shops - have to pay to be able to use it,
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but also get better prices.
this can be done by setting the greed to a value less than 1, and
having a key of some kind in the map.
(obviously maintaining balance in such a situation would be a problem
for the map makers, but that is always the case.)
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3) From a player perspective, depending on the difference you get in the
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specialized shop, I think it will still be convenient to have general shops -
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maybe get .75 value or something - I just don't really want to have to wander to
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5 shops to sell my loot, and am willing to pay something for the convenience factor.
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Yeah, I have the penalty for being a general store at 50% at the
moment, that is trivial to change though if that is too harsh
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