Should Oolite have a financial system?
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Re: Should Oolite have a financial system?
Mmmkay... so will we get the ship cost divided by 100?
Re: Should Oolite have a financial system?
It would require quite a lot of other changes to actually do it in-game. I have an idea how, but it might be a while before I actually get round to writing the OXP.
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Re: Should Oolite have a financial system?
Interesting idea - which does make it much more economically feasible for a lot of ships to be in play. At the moment a vanilla Cobra III is worth orders of magnitude more than all of the trade goods a Coriolis station can hold.
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Re: Should Oolite have a financial system?
I think 10 is enough which keep the cost over the value of the built-in alloys, computers, etc. (I have a detailed salvage formula in [wiki]Towbar[/wiki]).cim wrote:divide the in-game cost of the ship by 100
Also need to divide the cost of many OXP equipments, for example a [wiki]Q-Charger[/wiki] should not cost more than the whole ship.
Re: Should Oolite have a financial system?
I'm ok with that being an OXP, but please don't make that the core rules!cim wrote:It would require quite a lot of other changes to actually do it in-game. I have an idea how, but it might be a while before I actually get round to writing the OXP.
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Re: Should Oolite have a financial system?
I see this as all the trade goods they're willing to make available to YOU. There were some discussions about this a long time back.. the theory was that a Station has loads of goods on hand, but restricts how much is made available to any given trader, to ensure things don't get out of balance.Malacandra wrote:At the moment a vanilla Cobra III is worth orders of magnitude more than all of the trade goods a Coriolis station can hold.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied