>ObCircle Economy: > > What do you think about dropping the gold field and making money objects, just >like anything else? With various coinage/gems and all the conversion headaches/ I've been kicking around the idea of adding several coinage fields so that I would have 'denominations'. Part of that plan was to assign a weight value to each coin and factor that in to a player's 'weight carried'. If you made each coin an obj, I think you would run into problems with the limit on the number of items carried. >fortunes without pay large fees to banks, or large amounts of money to pay for >your own fortress to protect it. Or is this a little too much realism, making On the note of paying for fortresses to maintain...one could probably implement a 'monthly expenses' a reflection of the various expenses that an adventurer would incur that aren't already reflected in the game system. You could tie this to the player's level to reflect the greater wealth and corresponding higher status of the upper level characters. This would 'drain-off' some of that excess cash that a good mud-player will try to accumulate. Another way to chew up the player's funds is to add in item damageability... especially armor and weapons. A sword doesn't keep it's edge long being pounded against dragonhide and the like. Have it wear down and need repair, make the weaponsmith/blacksmith/armorer charge some outrageous (not so outrageous that everyone hates it though) price to repair equipment. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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