[IDEA] Complex economy system
#1

Hi,
I recently had an idea for a big economy system for RP servers (even if i dont play any RPs myself ). I would like to hear if something like that already exists on some servers - I guess it does - and if people would like it.
Then I might create an include for it, and release it, when I got some spare time.
So here it is:

My idea is, to kick the simple money-producing businesses, and to use a resource and product system instead. Businesses do not just make money out of nothing, but they create specific products (that can be sold) out of specific resources (that can be bought, e.g. from other businesses). Like in complex economy-simulators, the resources of one business would be the product of another one, and this product would be needed by another business, and so on, and at the end you produce cars, weapons, etc out of several products. This way a server can build up a huge and complex economy. Truckers would take care of the transportation of the products/resources, so they got a way more important job, than just driving useless virtual stuff around.
To make it more clear, Ill give you a simple example economy:

1. Level: (basic resources)
Sawmill produces wood out of nothing
Oilfields produce raw oil out of nothing
Mines create coal, or iron ore out of nothing

2. Level: (advanced resources)
A steel refinery creates steel out of iron ore and coal.
Plastic factory creates plastic out of raw oil and wood (green plastic )
A chemical factory creates chemicals out of raw oil, wood and coal

3. Level: (specific resources)
Weaponpart manufacturers create weapon parts out of steel and wood
Carpart manufacturers create car parts out of steel, wood and plastic
Fuel refineries create fuel out of raw oilm coal and chemicals
Electronic manufacturers create electronic parts out of steel, plastic and chemicals

4. Level (products)
Weapon factories create weapons out of weapon parts
Car factories create cars out of car parts, plastic and electronic parts
Carpenters create furniture out of wood, steel and plastic


And this is just a simple example. There would be no limits, you could use as many resources and levels as you like. What I would like about that idea is, that normal RPs economies are lame. Buy a business and get money. And this is RP or even Reallife? This way you would have to manage your business. Take care for finding cheap offers for your needed resources, and for selling your products for a good price, so you make some profit. Trucking companies would be way more important, as I mentioned before, if they do not deliver all the resources, the whole economy wont work, so you could also use NPC truckers to evade this. NPC businesses would also be possible, incase there arenet enough players to keep everything going. Later you could simply buy up the NPC businesses.
If you want to make it even more complex you could also add energy costs to it, power stations would be other businesses that can be bought, and they set the energy costs.
All in all, the economy would become much more interesting this way. Cars and weapons do not appear out of nothing, and people really have to work for their money. It would make the "reallife" servers much more "real".

So, what do you think? Would you like to play on a server with a economy like this?

Edit: failed to add a poll to this, ill ask a moderator.
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#2

That is a good Idea :P
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#3

I think this idea is pretty cool indeed. My idea for business products (for a script I'm developing in my spare time), is about the same. I don't play on many RP servers myself, except for one I visit regulary, so I cannot answer that question myself.

I do think, I would enjoy such an economy, hence I'm developing it myself.
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#4

I had an factory system like this in my gamemode(dynamic). The factories are owned by players
and the factory's owner can set production rate for example: 0.05 per second. But it costs
to keep that factory for the owner.
It's really, good. The business orders the products for base price ( set in MySQL database. )
and then an trucker does /orderslist and then the trucker takes the order and then he goes
to the right factory ie: weapons factory and picks the products up. Then he delivers the products to
the business and those products are in business products list and the trucker gets 10% of the price.
Then the owner goes to the business and does /sellprice and sets the product's price.
It's really good to keep your ecenomy realistic.
I have this already scripted and i am planning to finish it in summer.

But your idea is way more complex, i think that players wouldn't like it.
Because it would take a lot time to get 1 product. This idea is in very big depth.

The NPC idea in businesses is not possible, it depends on the business system.
For example: You have 200 businesses in the city. And those businesses have same
interiors. You don't want that those businesses have the same virtual worlds so you set
the different virtual world for each business. The problem is here. You will have to create
200 NPCS for just ONE interior!
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#5

Great idea. Love it.
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#6

This would dominate all economy systems no matter how 'advanced' they are in RP servers. Great idea.
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#7

Reminds me of Minecraft, lol good idea.
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#8

If you'll make an complex system do something with cents.
Also do things with taxes.
Also do things with electricity, gas/heating, real estate, water, rent bills.
Jobs(not those "race" jobs but things like office work).
Gouverment(tax/real estate).
Electrisity company's(for if people dont pay(they wont get electrisity)).

Those stuff.
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#9

The part with the Transport and the bussinesses wich are inneed of products from another bizzes have been made on many servers but you have there verfy unique and cool ideea's.
So,as justsomeguy said,it would be the best to use REAL money quantities like:
1 kg of wood -- 10$ if im not wrong..
That would beat all the systems because everyone thought to do something like this but noone really did it.
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#10

Quote:
Originally Posted by justsomeguy
Посмотреть сообщение
If you'll make an complex system do something with cents.
Also do things with taxes.
Also do things with electricity, gas/heating, real estate, water, rent bills.
Jobs(not those "race" jobs but things like office work).
Gouverment(tax/real estate).
Electrisity company's(for if people dont pay(they wont get electrisity)).

Those stuff.
I guess I wouldnt be able to evade doing this, even if it is half of a GM
A cent moneysystem would be the best, right, else the whole thing would make no sense I think.

Well, I already started implementing my first thoughts. Creating businesses and products/resources already works, and they also produce things in the way I tell them to do, but as this is just the minor part, Im not sure how to go on with this atm. I will probably script a bit on it from time to time, dont know if I ever finish it, or what to do with it if i should finish it some time (release/sell/use myself).

However, nice to hear that mostly positive feedback, I rather thought people wouldnt like it, because it would be too complicated.

@Skorch: Hehe, I knew I wouldnt be the only one with that idea NPCs wouldnt be a good idea indeed, but there would have to be some kind of "emergency supply", to restart the economy if it slept. At least I dont have to think about this yet.
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#11

Jep like 1.056kg of apples would be 10.56$
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#12

Wow this is a great idea, I would love to have a go at scripting something like this.
This is the kind of thing that would probably make me like RP, as it would be more interesting, and more like an RTS (real time strategy) game, like AoE etc where you have to get resources to build more buildings and house more people.

I think something like this would really make RP on SA:MP a lot more interesting, as RP seems to be the most popular gamemode at the moment.

Great idea, why hasn't this been made before? It should have!
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#13

With an economical system, you could also fake economic downfalls. Such as, payrolls going smaller, tax interest rising, shops having less groceries, etc.
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#14

I like the idea very much. I think I'll have it in my future RP gamemode.
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#15

Yeah, it's a good idea.... nah, not good... but great. Can't wait until the release
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#16

I've been making something like this in my RPG game mode also, where the businesses like 24/7 can order what they need, and then it gets shipped in. Then the trucking company takes over and the dialog there will show all the requested orders, the trucker selects one, delivers the load and the business gets the product. I'm still working on other aspects of the game mode but that is my plan and I think that these "Dynamic" business systems will start popping up on rp servers and the likes as it is a pretty cool/unique feature. I don't believe I have seen it before but I am probably wrong since I wasn't here during the godfather era. Also to [HLF]Southclaw's post, I'm suprised someone hasn't made this yet also.
Quote:
Originally Posted by Skorch
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The NPC idea in businesses is not possible, it depends on the business system.
For example: You have 200 businesses in the city. And those businesses have same
interiors. You don't want that those businesses have the same virtual worlds so you set
the different virtual world for each business. The problem is here. You will have to create
200 NPCS for just ONE interior!
You could make it so if a player enters a business it checks if there is an npc already in there, and if not it will spawn one, then once all players are out of the business that npc is kicked, it would shake the player slots around a bit however. You could have something like if there isn't room for the npc it says the shopkeeper is away on break or something.
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#17

I've seen a server like this, except it was a Light RP gamemode / Freeroam. The point is, you could go to the steel mill, and port it to factories for planes, cars, and etc. Wood would come from the sawmill located in areas like the small town near Mt Chilliad and the small coast near 0,0,0. Wood would be brought to the wood factory for cutting and turning into plank / refurnished wood. That would could be brought to areas like the boat factory, to be crafted into parts! From the factories it could be brought to shops, and you could then have a small shop with a certain amount of parts.

Each car, boat, plane or any vehicle in general would subtract a certain amount of parts from the shop. Then the truckers would need to haul more parts in!
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#18

On paper it's a good idea, but the simple fact of the matter is people cannot be arsed with a "real" economy ... they want to be able to get a decent amount of money fairly easily, they want to buy cars, and houses. This would not work in practice.

However. Carry on, as I would love to see it.
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#19

Quote:
Originally Posted by Famalamalam
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On paper it's a good idea, but the simple fact of the matter is people cannot be arsed with a "real" economy ... they want to be able to get a decent amount of money fairly easily, they want to buy cars, and houses. This would not work in practice.

However. Carry on, as I would love to see it.
Some will want to, like some like to dm and others like to rp. Thats the idea behind this, that could create a nice and stable community
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#20

iam scripting on such an eco-system for quite some time, not that detailed as mauzen suggested, but its working almost decently, nevertheless its a pain in the ass to script that...
the concept of players needed to deliver resources from a factory to another producing facility, so other players (dealers) can /refill their wares there, sounds sweet.
the hierarchy for products are the magic trick imo. like Wood, Oil, Metal, Plastic, and some other shit, could get almost any ware produced.
in short: such an eco system already got confirmed as a brilliant idea - the first server introducing it will make players get really addicted to it

plus, a good side-effect of "real" wares in a server:
delivery-missions will not teach players to ignore announcements like "Babul delivered Aliens from The Big Ear to Creek Shopping Mall", which sounds pretty senseless, but a "Babul delivered 500 Tec-9's from WeaponFactory to Ammunation at Come-A-Lot", which will indeed attract arms dealers to the ammunation...
if some players notice a ware is out of stock soon, they can do some delivery missions (wood/metal/oil?) in advance to make sure that those products are available to produce more of the ware...
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