[crossfire] Banking system
Mark Wedel
mwedel at sonic.net
Tue Dec 27 01:10:46 CST 2005
A random thought is that if bank cards are used, and the shops can
automatically add/debit them, then the question becomes how much different is
that than just adding a stat. Although, I suppose a good case can be made the
coins found in the dungeon would have to remain coins until you do get to town
to deposit them (that said, life could be made easier - dropping a pile of coins
in a shop automatically debits your card, etc). My only real point in all this
is one should think of the long term plans and how this all works out.
As for as deflating the economy, I see that as real difficult at current time.
If we could go back in time, having copper coins or more valued coins make
sense. But adding a new coin at 1/10th the price of the current silver makes no
sense IMO. As it is, silver is already somewhat worthless (get a big enough
pile, may be worth something, but you're never really going to use individual
silver coins for much of anything. And to refactor all the current items in the
games, those on maps, those in players inventories, etc, seems like a near
impossible task. And this in itself doesn't help balance the economy much - I
think it is fair to say the main source of money isn't gathering the coins, but
rather selling the items you find, so it becomes more about the relation of
those values.
For that reason, reducing the money to a float, or conversion at load time,
doesn't make a lot of sense. The minimum value being 1 is perfectly fine - at
some level, you need some minimal value, and as things stand now, I can't see
any reason something less than 1 is needed. It would be like adding a 1/10th
cent to the US banking system - as things stand right now, the US 1 cent coin is
pretty much worthless - what is the point add at 1/10th coin.
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