Blockland Forums > Modification Help
CityRPG
phydeoux:
--- Quote from: SeventhSandwich on January 30, 2012, 09:40:30 PM ---Yeah but after that point, people start putting effort into their, "Businesses" and you'll piss of a lot of people to suddenly change a really big part of the game.
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if its small changes? No not really. If he goes from $2000 handgun to $10000 then yes.
--- Quote from: mawty on January 30, 2012, 09:39:53 PM ---how do i buy gun with such LOW INCOME????? #help
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By saving up. The point if the guns being expensive is because if they are cheap them it stops beig a city rp and turns into a cops v crims dm.
Custard:
What we could do is simply require more ores for weapons then other products. This way, shop owners would have to purchase more plastic, and calculate for themselves how much they should sell items for.
With this system, unless players want to waste tons of money on plastic and sell guns for lower prices, players will control the market.
Lets say a weapon costs 2000 plastic to create.
The FactoryOwner is purchasing ores for $1 each, and is selling plastic (by the 100s) at $200 each.
With this is mind, the shopkeeper sells his weapon with a $2000 markup, making the end product cost $6000. If you're skipping the middle man, and you own your own factory, then you're in luck as far as marketing. With this advantage, you'll be able to sell for a lot less markup.
Laborer >>FactoryOwner >>ShopKeeper >>Consumer
200 Ore >>20 Plastic Cases >>One Weapon
<<$2000 <<$4000 <<$6000
As times change, demands for ores and plastics will rise and fall, making prices vary. This requires players to purchase and invest with calculations.
Through this process, the players have made...
Consumer ; -$6000
Shopkeeper ; +$2000
Factory Owner ; +$2000
Laborer ; +$2000
CityRPG:
Players control what is called mark-up. They can set mark-up from between 20% and 100%. If an item costs $10,000 dollars at base, the minimum profit for that weapon is $2,000 for a net price of $12,000.
You guys over-complicate existing features ad nauseum. Letting 9 and 10 year old shop keepers set prices manually is a recipe for disaster. They're playing a game not doing extra math homework.
Custard:
haha sorry, I'm just used to giving that lecture because I was adding the feature of "free market" to my CityRPG.
phydeoux:
--- Quote from: CityRPG on January 30, 2012, 09:56:14 PM ---Players control what is called mark-up. They can set mark-up from between 20% and 100%. If an item costs $10,000 dollars at base, the minimum profit for that weapon is $2,000 for a net price of $12,000.
You guys over-complicate existing features ad nauseum. Letting 9 and 10 year old shop keepers set prices manually is a recipe for disaster. They're playing a game not doing extra math homework.
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No shop owners will be able to eventually pay the base price for less right? Ive had a problem with say shop owners only having to pay $1000 or a gun to sell and shop keepers has to pay $1200
This tore apart any chance of competition because the shop owner would sell for a price the shop keeper couldnt.