Dynamic Pricing

Discussion in 'Other' started by Nate the Great, Apr 5, 2013.

  1. Nate the Great

    Nate the Great Scruffy Nerf-Herder

    What I mean by "Dynamic Pricing" is that the costs of items would change depending on what planet/race
    you're selling to. For example, say you cultivate a crop on one planet. It's a common crop on that planet, and therefore wouldn't fetch a decent price from its inhabitants. However, if you take some of said crop to another planet to one that can't grow it, the demand would be higher for it. This can apply to anything, from crops to ore to animal products. The pricing could also change depending on who you're selling it to. For instance, a Smithy would pay more for ore than a Farmer.

    An example I can think of is from Mount and Blade, a Medieval indie game. It has various goods you can buy
    from cities and then sell them to other cities for a profit (apologies to anyone who wants to play Mount and Blade all of a sudden).

    This would add more depth to the game and gives people an option to be a trading caravanner, who buys
    products from one area and sells them somewhere else for profit.
     
    FrozenFlame and WoxandWarf like this.
  2. KuroHinotori

    KuroHinotori Spaceman Spiff

    This sounds complicated to implement but it'd definitely be cool.
     
  3. The Thing

    The Thing Existential Complex

    To make a dynamic system of offer and demand (À la Mount and Blade) would require underlying coding that I am not sure is included in the game but for a simpler form I dont see why this would be any problem. A % modificator to the price attached to race, planet type, present biome and present material in them would probably work just fine.
     
  4. KuroHinotori

    KuroHinotori Spaceman Spiff

    It would have to account for the ores, multiple biomes, and monsters (assuming monsters have drops) on the planet.
     

Share This Page