DESIGN: ECONOMICS: Money Supply

coder at ibm.net coder at ibm.net
Sat Nov 1 14:59:14 CET 1997


One that got unfortunately little feedback:

From: rfarrell at ccvax.ucd.ie
Newsgroups: rec.games.mud.admin,rec.games.mud.misc
Subject: DESIGN: ECONOMICS: Money Supply
Date: Thu, 18 Sep 1997 08:01:36 -0600

Hi there,

I've got a question for you, its a theoretical question, not related to
any mud-base or operational mud, though some muds may have implemented
something on these lines.

What i want to discuss is the money supply in a balanced economy of a mud. 
Many muds are flooded with money.  It is possible to design methods for
taking money out of the system, food, rent, eq repairs, heals, etc.  This
is fine but not very effective without controlling the source of
money.	Many muds have coins on every mob, the more you kill the more money
you have.  If you prevent most mobs having money, what other sources of
money can be created  and controlled.  An important consideration for me,
is that any money-source should encourage intra-character interaction.

To start the conversation, i am going to suggest a case of an island with
a harbour, and that harbour has some computer-merchants who will buy an
infinite amount of certain items.  The price can be varied to control
supply of money.. lowered if too much, increased if too little.  If the
items being sold are bulky and are located away from these shops then an
important aspect of the game would be collection AND transport of these
items.	This may encourage the development of a merchant class, and a real
use for guards, and something for thieves to steal.

Just an idea,
Ronan

Please copy your replies to me please.

--
J C Lawrence                               Internet: claw at null.net
----------(*)                              Internet: coder at ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...




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