[crossfire] Banking system

Miguel Ghobangieno mikeeusaa at yahoo.com
Sun Jan 1 20:57:01 CST 2006


Changing the value of the metal coins isn't doable as
silver has a set weight to value ratio... 

Perhapse it is best to forget about copper coins.


--- Mark Wedel <mwedel at sonic.net> wrote:

> Miguel Ghobangieno wrote:
> 
> > I suggest an addum to the mappers handbook "don't
> put
> > jade and amber coins in you duengons as rewards".
> Then
> > will come the question "why have them then!" Well
> then
> > why have most of the things we have in CF? We
> could
> > probably chuck most of our archtypes.. why even
> have
> > CF? CF isn't needed in the world etc.
> 
>   Updating the map guide could be done.   I just
> wonder how many people read it 
> :).  That said, the map check scripts could be
> modified to look for unauthorized 
> arches also - some cases may be acceptable, but
> noting that jade coin appears in 
> map xyz coudl still be useful.
> 
> > 
> > I'd also like copper coins, this will require
> value to
> > have decemal points.
> > Could we do that?
> 
>   IMO, no.  There will always need to be a minimum
> value, and keeping that 
> minimum 1 to me makes perfect sense.  Adding
> decimalization adds a fair amount 
> of complication, and as is, a value 1 object really
> isn't worth anything.
> 
>   I'd much rather go the approach of revalueing the
> existing money.  Make the 
> new copper coin worth 1.  Make silver coins worth 5.
>  If gold (10) and platinum 
> (50) coins keep the same value, such a change in
> valuation isn't likely to 
> affect things very much (unless players make huge
> piles of silver to anticipate 
> that change).
> 
>   Or perhaps one that seems like more a hack but
> wouldn't have that problem - 
> create 'new' coin - new copper, new silver, new
> gold, new platinum, etc coins as 
> new archetypes.  Put whatever valuation you want in
> them.  Update treasure lists 
> (and perhaps maps, but I'm not sure how many maps
> actually have coins piled on 
> them)  Maybe change the existing coins to be 'old'
> coins or 'ancient' coins.
> 
>   Thus, all new coinage that shows up should be
> these new coins with new 
> valuation.  However, those old coins still exist and
> can still be used with no 
> inflation in value, so a player that has stockpiled
> piles of them doesn't get 
> anything more from them (and if they find them in
> maps or something, not a big 
> deal - old coins sitting in a dungeon wouldn't be
> that odd).
> 
>   I say all this because, as I've said before, at
> some level, you need a minimum 
> value on objects.  You can't use floats to store
> value because the precision for 
> high/low values isn't there, and you'll get into all
> sorts of errors.  So the 
> only way to do this is what Brendan (I think it was)
> described, which is to 
> multiply and divide internally.  But even then, you
> are still stuck with some 
> minimum, based on the multiply/divide values that
> are set up (if for example it 
> is 100, then your minimum value is .01 - anything
> less is lost).
> 
>   But really, it comes down to the fact (to me) that
> a value 1 object is pretty 
> nearly worthless, and I can't see need to have stuff
> worth less than that.  So 
> this really becomes a matter of a new coin standard,
> and that can be done with 
> just archetype changes, which to me seems like the
> much better way to go.
> 
> 
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