Staredit Network

Staredit Network -> Concepts -> Stock Marketing
Report, edit, etc...Posted by Sniper on 2005-08-21 at 00:14:04
This is a neat little idea I came up with. I've already used this in an RPG of mine. The idea is to randomly raise/lower prices on items based on the current economy. I have one trigger that randomly raises or lowers the stock count(death counter) of a player by $5. This value is stored into two death counters. A back-up counter, and a counter that will be used in calculations. When you purchase a potion, triggers identify the current economy count and stores it into another death counter. When that happens, the triggers then detect whether its a small, medium, or large potion. Small potions cost 1xcurrent stock. Medium costs 2xcurrent stock, and Large costs 4x current stock. When that's identified, triggers will multiply the numbers and put it into yet another death counter. Finally, the triggers will start taking the minerals you used to buy the item. During that process, the back-up counter will restore the counter used for calculations, and add points into a back-up counter for the back-up counter.
Report, edit, etc...Posted by Screwed on 2005-08-21 at 00:56:49
Thats a pretty neat idea. It adds to the variations and realism in rpgs.

Good job smile.gif
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-21 at 01:04:28
Yup, that can come in handy.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-08-21 at 05:13:19
instead of making it random, you could detect which item is popular maybe. such as the more an item is bought maybe the seller will raise the price.
Report, edit, etc...Posted by Sniper on 2005-08-21 at 20:30:38
That's a good idea but it wouldn't work well in my RPG since it's single player -.-.
Report, edit, etc...Posted by MapUnprotector on 2005-08-23 at 13:52:11
Make it random but with realistic changes. Like a period of it going down, but then don't all of a sudden make it shoot back up. Maybe like predictable changes that follow a simple pattern.

Or maybe do it how some vegetables are. Some have seasons and when they aren't "in season" they are harder to get or more expensive.
Report, edit, etc...Posted by HeRtZ on 2005-08-24 at 00:43:06
you come up with the best stuff dude.
Report, edit, etc...Posted by Sniper on 2005-08-24 at 00:51:19
Who me or devilesk?
Report, edit, etc...Posted by HeRtZ on 2005-08-24 at 05:49:59
you do dawg!
Report, edit, etc...Posted by PCFredZ on 2005-08-24 at 09:27:39
If it's possible to sell as well as buy, then you have something very similar to the Market in Age of Empires II. Every time you buy one lot of, say, stone, the price goes up by 1 or 2 gold (depending on current cost). Every time you sell one lot, the price goes down by 1 or 2 gold (depending on current cost).
Report, edit, etc...Posted by Sniper on 2005-08-24 at 16:48:13
Thats kinda like what devilesk said and again. Read post under his.
Report, edit, etc...Posted by AFL-InuYasha on 2005-08-25 at 12:06:38
QUOTE(TRiGGaMaSTa @ Aug 21 2005, 05:13 AM)
instead of making it random, you could detect which item is popular maybe. such as the more an item is bought maybe the seller will raise the price.
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ive been playing around with this idea in my head and i have a solution, normally shop items use the extre power-ups, so why not just every time one is bought subtract 1 death to that particualr item for a neutral player, when that item is sold back to the shop, add 1 death. then depending on how many deathcounters there are, the prices changes

Ex:Potion (Buy: every death represents 20 minerals)
(Sell: every death represents 5 minerals)

Deaths: 5
Buy: 100 minerals
Sell: 25 minerals

Deaths: 10
Buy: 200 minerals
Sell: 50 minerals

Deaths: 15
Buy: 300 minerals
Sell: 75

And maybe have a minimumsotck (deaths) and a maximum stock, well im still playing around with this and rarer items should hav a lower minimum and lower maximum while normail items should have a higher minimum and a higher maximum, its up to u to use this idea and modify it, its one of my ideas i get while reading other topics
Report, edit, etc...Posted by Sniper on 2005-08-25 at 13:20:14
And I keep saying my rpg is single player. It kinda sucks to be able to control the prices of the items...
Report, edit, etc...Posted by AFL-InuYasha on 2005-08-25 at 14:10:13
QUOTE(Mp)Sniper @ Aug 25 2005, 01:20 PM)
And I keep saying my rpg is single player. It kinda sucks to be able to control the prices of the items...
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ok, ok, heres an addon to my idea, not only hav players affect econmy(in your case player) also have a couple other triggers that randomly modify the deaths, like randomizing a switch every second or minute or watever. when the switch is set, it subtracts 1 death for an item, when cleared it adds 1 death for the item, something like that
Report, edit, etc...Posted by Sniper on 2005-08-29 at 22:45:38
You know you should really read the FIRST post before doing that. What I have is exactly what you just described.
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