Crazy question about economics
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Hi once again bros!
Could you tell me, please…
Is it possible to disable unlimitation of equipment and commodities on bases?
I mean, to make them… endable? O.o
To buy only number which is at base’s “cargo”?Some hack? It will be a revolution in Freelancer to make economics similar to X series.
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If I’m understanding you correctly, won’t there be a problem with this, as in if a base only has say 10 missiles in stock, I buy them and use them, then I go around every base and buy all of their missiles too, and use them, there won’t be any missiles left in the game.
There are no production facilities in FL where more can be manufactured, so this system is screwed. However if someone could have some kind of brainwave and produce a system whereby a station did act like a factory and just restocked x amount of those missiles on a set timer, say 100 appear in stock every hour, then it could be viable and freelancer would have a new feature. Trade would have a whole new meaning if a factory was required to supply goods which could be shipped to market.
Nice idea, interesting to see if someone could implement it.
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http://the-starport.net/modules/mediawiki/index.php/Limit_Breaking_101#Credits_.2F_Market
the last hax
Its possible to make a “stock”, but on my test fl/flserver dont saved the new stock.
Means: 5 missiles are there, i buy them, there is nothing left
-> undock, dock and they are back!But anyway, a dynamic economy modul needs a price update which regards the same file.
With a bit of programming and math you maybe can create a real economy
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Dynamic economy implementations are entirely possible. FLAC has API functionality for creating dynamic economy plugins with a proof of concept example pre-done which some are using.
I’m fairly sure some work has been done in this area previously for FLHook as well though I might be thinking of something else (tired, long day).
Anyway, as far as I can tell, any serious implementation of dynamic economy would require both server- and client-side hooks. There have been semi-implementations wherein auto-updaters would update the market entries before game loading but to have it be real-time the server needs to be able to provide the client with up-to-date market data at the appropriate points, and process any purchases / sales that affect stock levels etc.
-Alpha
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All i need is:
- endable commodities
- saving of their amount when undocking and docking again
- producing of them by adding to stock some amount every hour.
Is it possible to do it? Where can i see the solution or maybe someone wants to help? Please! It will be very interesting thing.
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if this can be done i’d use it, too with big fat greek credits and kudos in the readme. guess adoxa or * and w0dk4 can tell us if its doable. remember sushi reporting about the shipyard functionality on the new freeworlds, that is prolly even more difficult.
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the building of stuff is easy to do
you just make a list
ive done it before in hook
example
hfuel
ship pannels
nukebasicly you just add a command say /combine
so you do /combine hfuel ship pannela
and you get a nuke simple
in hook you just remove the goods and give them a nukei do the same with storage depots them usless things are now usfull lol you just target one and store the stuff you have in your ship in them
but like i say the econemy parts the hard bit
making simple its just a quick swap -
adoxa, when you are up to doing it, can you make it with reference to the market files, too? so say, there is a default recreation speed of goods if you let it undefined but you can define it for each good on each base? this way more profitable trade routes can be designed in a way players have to race against each other to get the candy