Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

On Banking and the Death Penalty

The general place to discuss MOD''ing Freelancer!

Post Sun Mar 21, 2004 8:13 pm

<shrug> bubble gum commentary aside, there's no reason why the entire system of interstellar commerce should magically let you buy and sell everything you want, anywhere you want, for the exact same exchange rate. Including drugs on pirate and rebel bases lol. The ubiquitous credit window is just another hack to get the game out early, like the fact that factions do not affect prices, stuff you sell is instantly gone, everyone in space automagically knows exactly who you are and how much they like or hate you no matter what ship you're flying and even if you've never seen them before, etc. And don't get me started on the "you are not high enough level to buy this" crap- what merchant turns down an approved credit card, or hard cash, because your social status isn't up to tea with the bloomin queen lol.
So I'm just trying to get another unfinished piece of the game to work better, so I can use it to deliver some fun. I really only care about getting pirates to demand all your money when you have no cargo to scan, so money needs to become a commodity for that to happen. So that's where my interest is.
Any constructive commentary on how to nerf the credit window in favor of carrying bank notes or credit vouchers as commodity?

Post Mon Mar 22, 2004 8:31 am

Let's say, for arguments sake, that the 999,999,999$ limit is hardcoded and that there is no way to alter it.

The paper money thing is genius, except that there's no feasable use for MORE money than 999,999,999$. So one solution I thought of is to uber-inflate the currency. Make everything cost a ridiculous amount of money, and pay a ridiculous amount as well. A mission that used to pay 5000 now pays 5000000. This way, the "game money" becomes next to useless, and you HAVE to use paper money if you want to buy anything. It would be a slightly messy way to get around the hard-coded money limit.

Also, another thought. Are you certain that the actual money limit is 999,999,999? or is that just the DISPLAY limit? In some games I've gotten more money than the game could display. Let's say I had 500$ more than it was capable of displaying. If I spent 300$ it would still show the limit, but if I spent 201 more the value shown would go down by one. Maybe freelancer is like this as well, with the variable for moneyowned and the system for displaying it isn't the same. But it's hard to tell really. I've never gotten to the money limit personally.

Post Mon Mar 22, 2004 8:36 am

Okay, no offense, but why oh why oh why would you want to have it going over 999,999,999?? No offense, but what do you really want out of this? For starters, you must cheat to get to that level. Secondly, what is there LEFT to gain? Furthermore, you cannot buy things over that level, indeed, i have not tried to set things to sell at that price either, but ships won't go over 9,999,999 so i dunno about anything else!

Honestly, whats the point though? Is it just for egos of people to say "I have 999,999,999 and another 100,000,000 in paper money?" cause all that screams to me is EGO............

No offense, but some things seem to be remarkably silly.........this being one of them. Why not just make gold and silver have no cargo space, and sell for the same/buy for the same everywhere.............that way Silver and Gold could become what they usually are...........collateral objects for money

Post Mon Mar 22, 2004 10:42 am

I'm saying though that by inflating all the prices, instead of being able to use the normal game money system, you HAVE to use the paper money system (or gold and silver or whatever), so that when playing with this mod, the death penalty is much higher, and your money can be directly taken away by pirates.

I agree that there is no use to having more money than the max, but this would be a way of changing how money is used in the game.

Post Mon Mar 22, 2004 12:01 pm

I still cant see what u could do with that much money, 999 mill should be enough for anything and even in mods it should be enough...

TommY out

Movin' in for the kill

Post Mon Mar 22, 2004 1:39 pm

money ammount issues aside, it's an interesting idea. oh, and i think at least one of the big mod packs rebalances prices, since thye include capship purchasing and prices...

Post Mon Mar 22, 2004 2:05 pm

Well, instead of making paper money, i would STRONGLY suggest you used Silver and Gold. That way its a more recognised thing. However, it SHOULD take up SOME cargo space, cause lets face it.........try hauling millions in gold around in your car. However, you could add platinum as well, to further the thing.

OR

Interesting idea for you:

How about land deeds documents?? Sink your money into realestate? You really could haul around the deeds without any space taking up, and you could have a few up to 30 odd different types, all for different values and more stuff etc. That way it would help out those that might not appreciate carrying too much stuff. You could make the deeds start at like 100k and go up to 100mil or more etc. Maybe even have deeds at 500mil or something for a city? That way you could semi have roleplay. If you had a mod with this of course, then they could trade in the deeds to own something - like a station Of course, that takes you into the "stratoshpere" in modding, BUT - thinking more...

You could buy deeds to stations. Maybe the stations could pay out profits, or maybe not....Imagine, your station is making money for you etc, but then lots of players are hanging round, and so it runs out something for you to trade...ie mini crisis. Maybe it then costs the player to keep the station (of course, out of the way stations are cheap, things like Freeport 9 are expensive (popular) as are major ones in NY and stuff. Now they might need several large deeds for each station, which could push the prices into Multi billions...........however, realistically, you would attract massive cheaters as well. Just a thought for ya (they could also buy the deeds from teh admins to ensure no cheating......)

Post Tue Mar 23, 2004 10:38 pm

I disagree with Chips from a certain perspective, go the paper route and then you can have inflation and exchange rates, heck even have a trade route for counterfeit money for 60 cents on the dollar. But that is really for those die hard fans. I have a hard enough time finding time to play FL as it is. I don't really want to be forced to make a billion times more just to pay for a Defender.

Sir S

Post Tue Mar 23, 2004 11:23 pm

I like the deeds idea, but imagine you get a deed with your ship, if bought on a legitimate staion or planet. Pirate ships and such would not have deeds, and therefore, would be considered stolen. Now the police are after you. Of course, if you do have a deed, pirates want them so they can alter them for their ships. You could also carry forged deeds to pirate bases to sell, but their illegal. Really, the deeds idea is a very versitile one and warrents some consideration.

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Wed Mar 24, 2004 9:01 am

I had the thought of running a persistant server where player clans become factions in the game (either replace old ones or become new ones). So they have some NPC ships and own a few bases. But this would be ALOT of work on the part of the admin, and everytime a new clan/faction was added/changed, it would mean redownloading the mod for everyone playing.

It would make the game so much more dynamic if it could be automated some how, but I don't see myself (if I were doing admin on this server) or many other admins wanting to do that much modding everytime for every clan.

So it could tie into the deeds thing. Except how, if you owned the deed to a station or ship, would you make it pay off? Obviously, I'm not asking for a detailed answer, because I don't think it's been tackled before. But I mean in theory? Where would one start on this?

It would be sweet though.

Post Wed Mar 24, 2004 9:08 am

I really like this idea,

If there was a way of maybe reducing the ingame limit of 999,999,999 credits, down to a reasonable amount, like say 1mill credits.

The ingame credits (the ones which you get in normal freelancer, while doing missions selling loot etc,) could be called Universal Credits, credits which are accepted anywhere... Now say for some reason or another, you could only acquire a million of these Universal Credits, and then to make more money, you would need to use specific currency. (a reason could be that, distrust between colonies and factions mean that only a million universal credits will be accepted, and that anymore is looked on as being stolen or as fraudlent or something, Just an idea )

These currencies could be the Rhineland/kusari/counterfeit credits. Maybe even go so far as to make certain currencies worth less for certain factions, e.g Rhineland currency aint worth much to the GMG or corsairs, while its worth more to ALG and Red hessians etc.

This is a very promising idea and hoping to hear any developments of it.

Return to Freelancer General Editing Forum