Poll

Should I consider secondary developers?

No, retain the purity. One man, one mod, ein reich!
Yes.

Author Topic: CityRPG  (Read 123715 times)

Game developing on account of mathematics isn't going to be pinpoint proportional.

I've done it myself; you really just have to test a number, and buff and nerf from there.

Game developing on account of mathematics isn't going to be pinpoint proportional.

I've done it myself; you really just have to test a number, and buff and nerf from there.
Yeah that's basically what I'm suggesting.

There is some calculation involved, though.

Im sure he will adjust accordingly when the server is actually up and running with people. Just be glad there wont be $50 6-shooters.

I set the prices of items. Guns cost in the thousands.
how do i buy gun with such LOW INCOME????? #help

Im sure he will adjust accordingly when the server is actually up and running with people. Just be glad there wont be $50 6-shooters.
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.

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.
if its small changes? No not really. If he goes from $2000 handgun to $10000 then yes.

how do i buy gun with such LOW INCOME????? #help
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.

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
« Last Edit: January 30, 2012, 09:58:18 PM by Custard »

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.
« Last Edit: January 30, 2012, 09:58:01 PM by CityRPG »

haha sorry, I'm just used to giving that lecture because I was adding the feature of "free market" to my 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.
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.

It works like this.

1. Laborers mine. They get plastic. They sell plastic for $0.25 - $1.00 a piece.

2. Factory Workers refine. They work in a Factory Owner's factory and generate profit by working specific bricks. These bricks will generate profit, which can be split 25/75 through 75/25 with the Worker/Owner.

3. Factory Owners sell. Refined Plastic is a required material for everything.

4. Consumers buy. To build, you must have plastic. To sell items, you must have plastic. To sell vehicles, you must have plastic. To sell food, you must have plastic to get profit. The last one is an exception. Food is important and food stores must remain open. If you run out of refined plastic, your store will simply generate no profit from sales and prices will be noticeably higher.

5. Consumers work. Since labor jobs actually cause you to become hungrier faster than idle professions, you must then go out and buy your own final product. Failure to be well fed as a laborer cripples productivity to almost nothing.


This is the economy of CityRPG. It is the plastic market.


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.
Base prices are as you would imagine. They cannot be manipulated.

Makes sense to me. I like it. Though i forsee idiots selling at lowest profit, thusly ruining my chances of creating cartels to become rich!

Makes sense to me. I like it. Though i forsee idiots selling at lowest profit, thusly ruining my chances of creating cartels to become rich!
Literally everyone does that. They don't understand the sliders or just aim for the cheapest price. I'm desperate to find a way to punish people who try to viciously undercut those trying to make legitimate profit.

I've always really wanted to make a C4 bomb to destroy shops, but I hate the idea of blowing up builds. :\

Does that mean I start on top of the econimic pyrmid?

Does that mean I start on top of the econimic pyrmid?
Technically. There needs to be a factory for there to be products.

Think of it like SimCity. Just because you're an industrial zone does not mean you are rich. I gave you very little money, so you'll probably have to buy a 16x16 lot or so and build a tiny furnace or something.