Economy rebalance
Posted: Tue Jul 14, 2020 11:20 pm
Regarding this project, I thought that maybe the effort is a bit too... premature?
What I suggest is to first establish a metric to compare with and measure success by, like "profit/day", even making it into a configurable amount that can be referenced in code. then once the code has reached balance, anyone unhappy with the difficulty (or even have "profit/day" be based on a configurable difficulty setting?) could change it.
determining careers and deciding how much any given career should get as "profit/day".
like...
goods trader, 1000 profit/day
bbs courier, 1500 p/d
miner, 1500 p/d
passenger liner, 2000 p/d
explorer, 2500 p/d
pirate, 3000 p/d
bounty hunter, 5000 p/d
once metrics and goals has been agreed on, success can be measured by the group, instead of being left up to a single devs opinion.
/j
What I suggest is to first establish a metric to compare with and measure success by, like "profit/day", even making it into a configurable amount that can be referenced in code. then once the code has reached balance, anyone unhappy with the difficulty (or even have "profit/day" be based on a configurable difficulty setting?) could change it.
determining careers and deciding how much any given career should get as "profit/day".
like...
goods trader, 1000 profit/day
bbs courier, 1500 p/d
miner, 1500 p/d
passenger liner, 2000 p/d
explorer, 2500 p/d
pirate, 3000 p/d
bounty hunter, 5000 p/d
once metrics and goals has been agreed on, success can be measured by the group, instead of being left up to a single devs opinion.
/j