[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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