Technical support > Feature Requests

I want to fix the quirky economy

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Silencer:
Hmm I actually like how XForce has handled economics largely, especially dealing with weaponry where you can buy most current firearms directly or build your own copies once you buy the plans, but certain countries have specialties which basically can only be gotten from them, as I recall from when I still played it the economics model worked reasonably well and didn't detract from the standards in XCOM, and the purchasing of weapons blueprints is realistic enough in game terms and in reality, ie Australia bought the plans to make their own licensed version of the Steyr AUG, the F88 Steyr.

geisthund:
I know this is a really old thread... but the thing about this economy system is that the PLANET is at war. As such I'd imagine governments sharing tech with abandon and minimizing the concept of ownership, what is proprietary, classified research for 1 country only etc. There is no competition to see who can beat the aliens first, or who can hold out longest... the whole scenario will be about survival versus a common aggressor, and I'd like to imagine humanity would be smart enough to band together out of, if nothing else, fear.

TrashMan:
The best system is the one that feels natural or real. No infalting of dropping prices jsut to get some fake sense of "balance"

Things that should logicly make a profit should make a profit. Things that shouldn't, shouldn't. Costs to produce, buy and sell should ALL be sensible.

Yes, selling na alien gun should net you a fortune. But running your base should also cost you a fortune. Also, making the prototype should cost a fortune (in addition the the lab expenses).

Jon_dArc:

--- Quote from: TrashMan on May 07, 2012, 09:30:03 pm ---The best system is the one that feels natural or real. No infalting of dropping prices jsut to get some fake sense of "balance"
--- End quote ---
I don't agree, for a variety of reasons. To start with, you're dropping this market onto an already fundamentally unrealistic situation (it would take months, and require an inordinate amount of base real estate, to field so much as a battalion in UFO:AI), so you've got severely distorted demand there. Every piece of equipment that's available at the start of the game should, realistically, be effectively free compared to aircraft or installations. It'd be a mess.

As a result, you'd then get into hideous game balance issues—do you want to have equipment actually cost something, or do you want the player to ever be able to build another base or buy aircraft? Economic issues would make every single researchable earth weapon worthless (bleeding-edge, just-developed laser rifles sell for 2.5 times the cost of an assault rifle that has been in production for decades!), and the process of bringing the cost down should take years.

I know it sounds nice to say "this should be realistic", but it's a bad, bad idea.

~J

kurja:

--- Quote from: TrashMan on May 07, 2012, 09:30:03 pm ---Also, making the prototype should cost a fortune (in addition the the lab expenses).

--- End quote ---

According to research reports, lab guys have already made the prototype, so it's cost is included there.

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