Quote:
Originally Posted by Ainseri
Hey,
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As of current, all roleplay gamemodes that I have seen just inject money into the world from nowhere at random times, and it disappears into thin air at other places.
It'd be so much more interesting and dynamic if when someone was getting rich, it meant that someone somewhere else was losing money. All money comes from somewhere and goes somewhere. A true, natural and (hopefully) self-sustaining economy is born. Stocks, inflation, and other natural elements to the economy would provide players with many roleplay opportunities based around finance.
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However, I'm wondering how to plan out this system. What considerations to be taken into account, feature ideas and potential problems do you see?
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There is a roleplay server with such kind of economy. Where stuff does not come from nowhere, and does not go anywhere. It just hasn't been released yet, it's a 3 years work script.
Here you got a few examples :
- Fuel is extracted from fuel sources, transported to gas stations by players, and then bought by customers.
- Vehicles are made out of car parts, once again transported to the car factories by players.
- Items are crafted in factories out of raw material obtained by either Farmers, Miners, or whatever, depending on the type of the item (Food, electronics ..). They are either crafted industrially or manually (By players), each item has it's own recipe (Quantities of each raw material), the raw material is transported by players to factories, as well as final products are transported to stores by them.
And obviously, jobs are obtained when getting employed by player-owned companies.
This creates a real flow of items and money, a real economy, and jobs with an actual usefulness.
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Now the thing is, such realistic economies should be extremely well thought in order to work properly, wich is certainly the reason why every single roleplay server in SA:MP sticks up to the standard economy solution : Stuff coming from nowhere.
Anyways, I wish you the best with your project.
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Quote:
Originally Posted by ddnbb
Sorry, but to imitate REALISTIC economy, you have to be online 24/7 and there have to be population of 1million... And there is blenty other factors that makes this impossible, trust me on that.
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No need of huge population, no need of being online 24/7, you just need a good structure.
Quote:
Originally Posted by ddnbb
you only have to simulate realistic economy as good as possible.
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That's the only thing you can do in a game really, try and do the best you can, but it'll never be perfect.