[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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