13.07.2012, 19:34
Quote:
That's not my point. My point is, where does that money tie into the persistent economy of the city? If every time a new player registers, $25,000 is added into circulation, there's going to be a lot of problems.
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The easiest way I could think of is the following:
You could spread the spawned money into the base prices of everything and every time something is bought decrease the percentage from the total spawned money count.
i.e.
Code:
House prices += 2.5% of spawned money Vehicle prices += 2.5% of spawned money Weapon prices += 0.5% of spawned money Food += 0.05% of spawned money
2 players register and each one "spawns" $5,000.
Spawned money = $5,000 * 2 = $10,000
Code:
House prices += $10,000 / 100 * 2.5 = +$250 Vehicle prices += $10,000 / 100 * 2.5 = +$250 Weapon prices += $10,000 / 100 * 0.5 = +$50 Food += $10,000 / 100 * 0.05 = +$5
A vehicle used to cost $5,000, now it costs $5,250.
A weapon used to cost $250, now it costs $300.
A meal used to cost $50, now it costs $55.
2.
3 vehicles, 5 houses, 100 weapons and 100 meals are bought by random players.
= (2.5 * 3) + (5 * 2.5) + (100 * 0.5) + (100 * 0.05)
= 7.5 + 12.5 + 50 + 5
= 75%
Spawned money -= 75% = 10,000 - (10,000 / 100 * 75)= $2,500
Code:
House prices += $2,500 / 100 * 2.5 = +$63 Vehicle prices += $2,500 / 100 * 2.5 = +$63 Weapon prices += $2,500 / 100 * 0.5 = +$13 Food += $2,500 / 100 * 0.05 = +$1
A vehicle now costs $5,063.
A weapon now costs $263.
A meal now costs $51.
3.
3 vehicles, 5 houses, 100 weapons and 100 meals are bought by random players.
= (2.5 * 3) + (5 * 2.5) + (100 * 0.5) + (100 * 0.05)
= 7.5 + 12.5 + 50 + 5
= 75%
Spawned money -= 75% = 2,500 - (2,500 / 100 * 75)= $625
4.
2 players register and each one "spawns" $5,000.
Spawned money += 2 * $5,000 = $625 + $10,000 = $10,625
Code:
House prices += $10,625/ 100 * 2.5 = +$266 Vehicle prices += $10,625 / 100 * 2.5 = +$266 Weapon prices += $10,625 / 100 * 0.5 = +$53 Food += $10,625 / 100 * 0.05 = +$5
A vehicle now costs $5,266.
A weapon now costs $303.
A meal now costs $55.
This idea stops working when all houses, all vehicles and all of everything is already bought and only small products (meals, gasoline, raw materials etc.) which cannot be resold by players are left. So easiest way would be just drop the whole idea of having a 100% realistic economy and just to simulate it as good as possible.