Modding Discussion Creating a game of Financial Risk

Discussion in 'Starbound Modding' started by AngleWyrm, Oct 21, 2017.

  1. AngleWyrm

    AngleWyrm Scruffy Nerf-Herder

    Price variance
    Imagine for a moment we have some in-game object, such as an candy apple that has an established price. Let's call it 100 pixels, so that we have an example candy apple that has a price of 100 pixels. Then we introduce variability into the mix. Random circumstance spreads that price into a range, so that what was once 100 pixels becomes 100 pixels +/- some spread.

    Automation with Money -- Making your pixels work for you
    So what if we buy the ingredients to make a candy apple and pay someone to assemble and sell it
    • How much would it cost to do that?
    • Is the cost of doing that more or less than what we can sell it for?
    Way back when the price of a candy apple was a solid 100 pixels, it was simple to say if that production chain was worth doing or if instead it was more expensive than what it returned. But with the addition of some randomness to the price we introduce risk. Maybe it is as profitable as the 100 pixel candy apple, but it could return more or less.

    Risk tolerance

    If the spread of price is 100 +/- 10 pixels then the price is fairly predictable. But if the spread is 100 +/- 30 pixels then it becomes less certain what the return will be. In this way it is possible to create both low-risk dependable income streams and high-risk gambles.

    Then players are able to play with portfolio diversification by running several production chains, and experiment with balancing various sets of risk/reward arrangements.

    Modeling labor
    Paying an NPC to do work could be done by creating something similar to a trade interface that represents an employee. The simplest and most direct route would be the employee does piece work, getting a cut of every transaction.
     
    Last edited: Oct 24, 2017
    xaliber likes this.
  2. 777JackOfBlades

    777JackOfBlades Scruffy Nerf-Herder

    And the offer/demand should vary from time to time , for example in slime rancher the quantum plort is around 40-50 bucks so you start farming it like crazy to make a lot of money , you sell hundreds of them and the next day you sold so much of these than nobody reall need more so the price lower to 30-20 . Then it's not worth selling quantum plorts anymore.
    From there , there is 3 options :
    -You stock a good thousands quantum plorts and wait a few days for the price to go up again.
    -You start selling other types of plorts.
    -or do both !

    Fable 1 had a similar economy based on offer/demand and it could be easily exploited very very early in the game, you will litterally buy hundreds of cake or apples and be sure that the merchants doesn't have anymore of them. and because they don't have this product in their stocks they buy your apples for a bigger price , you sell your hundreds of apples and then because the merchant have shit tons of them he sell them for a low price , you buy everything for a cheap price , sell for a max profit , repeat.
    And when you're riche enough , You buy and sell precious gems and you become even more richer.
    Economy in real life is boring af, but in game it can often be interesting
     
  3. AngleWyrm

    AngleWyrm Scruffy Nerf-Herder

    It seems we have similar views up to this point:
    But the example that followed afterward used the implied opinion that rarity determines price, and the outcome of hard-wiring that notion into the game rules was the player affecting changes to scarcity.

    Energy drinks are more expensive than soda pop; is that because one is more rare than another? I can get any one in as much quantity as desired within walking distance. They're often sold within arm's reach of each other.
     
    Last edited: Oct 25, 2017
  4. 777JackOfBlades

    777JackOfBlades Scruffy Nerf-Herder

    I guess more than rarity the demand is be the number one factor and vary from shop to shop and from system to system , some system because of their nature and location should have a harder time making energy drink , or the opposite for some. maybe the industry who produce them , just won't bother woth some systems creating a high demand for no offer , and this is where 3rd party companies comes in , with expensive prices
     

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