[DGD] player economies: npc clients
Shentino
shentino at gmail.com
Sat Jul 7 21:12:13 CEST 2012
On Fri, Jul 6, 2012 at 2:52 PM, Noah Gibbs <noah_gibbs at yahoo.com> wrote:
> It's a neat idea, but hard to get right. Basically you could do this, but expect to set aside a fair bit of time to make it happen.
Besides implementation effort, what could go wrong?
I'd pretty much have them "seek store" whenever their stomachs start
rumbling or whatever, and they'd use a map of the town for routing
information to actually get to one, and then
Throw in a bit of casual window shopping and soon the soldier's HQ can
maintain a price list of what goods can be acquired the most cheaply,
and boom, capitalism rewards the efficient.
I'm probably oversimplifying but I would like to know some of the ways
this scheme could go wrong.
>
>
> ________________________________
> From: Shentino <shentino at gmail.com>
> To: All about Dworkin's Game Driver <dgd at dworkin.nl>
> Sent: Friday, July 6, 2012 2:24 PM
> Subject: [DGD] player economies: npc clients
>
> I was just thinking if it would be feasible for NPCs to be
> participants in the market instead of just springing out of nowhere.
>
> Suppose that we have an orcish warder.
>
> Instead of having him magically be not hungry, what if he got to go
> around town and buy his meat rations from the cheapest store he could
> find, one of which might well be player run?
>
> I just thought of this and figured that NPC demand may help bootstrap
> a player driven economy. Especially in the early days when you have a
> barren wasteland without many players.
>
> And of course, the NPCs would shop around for the best deals.
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