better-modernized-combat / better-modernized-combat/bmod-client

Economy System

Open
#20 2 comments 0 reactions 0 assignees View on GitHub
enhancement
Dominant language
Lua
Stars
1
Forks
0
PR merge metrics
No merged PRs in 30d

Description

This is a very high-level issue for discussion and implementation of an economy/reward system that players can engage with to progress. This should cover the following things **and remain in scope for 0.1**:

- **Supply/Demand**: Which bases are producers and consumers of commodities? How much money should straight up buying low and selling high within the Colorado system make?
- **Commodity 'Tiering'**: This is sort of a sub-point of the above, but which commodities/equipment can be turned into which other commodities/equipment? For materials I think 3 tiers (Raw/Refined/Manufactured) + Salvage is probably the way to go, then feed gear crafting off that. We definitely want some gear that is only available through crafting or that is much easier to reliably get through crafting.
- **Rewards:** What are players ultimately working towards in this release? We need a good set of low/mid/high tier rewards that can't just be flat-out bought and that will give players something to work towards for a fair amount of time. We won't have ship hangers for some time unfortunately, so need to take this into account.
- **Reputation:** How does reputation play into this? Both as a reward and a resource? It would be nice if this is something that can act as a modifier for players who take the time to engage with it and boost it up. I honestly think it might be worth bringing back vanilla missions for this and tuning them (high rep reward, low credits) but it might be out of scope so that is a discussion to be had.

@Beaglerush, @Shiniri @Fjonske: Please comment/add your thoughts to this issue and we can use it as a jumping off point for scoping this sort of thing in 0.1. I will defer things like actual commodity types and implementation of specific systems to new issues, but will link them back to this one.

Contributor guide

No contributing guide indexed for this repository

Research direction

Start by reading the discussion on issue #20 and the linked pull request #71, then identify which economy decisions remain unresolved for the 0.1 scope. Done would require a settled scope for supply and demand, commodity tiers, rewards, and reputation, with concrete implementation work split into follow-up issues.

Written by the indexing model from the issue text.

Assessment

Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
15/100

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