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Okay, this is bugging me like crazy
I know this is a bit odd, but this is bugging me. Wil actually made a rather good point to me today economy wise that it would be taking money out of the economy if I refunded people for gang weapons for 35k when they bought them for 50k...Anywho, read on and tell me what you think.
*me trying to figure things out in a Era world* Okay, so I was thinking of having gang guns reduced to a 5 so that they could be used to once again be used as a reward to member loyalty and such. Honestly I think this was kinda silly of me now that I think of it considering I wanna make a brand new gang system anyway, but anywho.... If I were to refund people for their gang gun that is bought in the gang store for 50k for 35k of the money they spent on the gun, would that be draining money from the economy? I'm producing 35,000 dollars out of thin air, but I'm also taking away a 50,000 dollar item. If you look at it, it kinda jsut toke out 15k out of the economy, however.... This is a HUGE time frame from buying the gun and giving them 35k for it. That was 50k out of the economy when they bought that gun but you are putting 35k right back in months later....even if that guns gun, thats money that could of stayed gone. So i'm a bit confused here. i'm just wondering how Era Economics compares with real life considering we don't have a fixed amount of money (though we don't really irl ethier, but we are suppose to) |
I really hate it when people compare anything to do with Era to the respective thing irl, but the idea is good. I heard some guns go for mil+ nowadays, that's annoying.
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Ah wait, silly me
I suppose the gun still would be currency. I mean, anything tradeable is worth something and still represents a money value. So I guess in the end even if it's not MONEY MONEY, it's still a tradeable 50k.... I think...haha. Sorry, I'm just trying to think this threw. |
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Through. * But thank god someone on our server is doing a little bit of creative thinking :D |
You aren't really getting the money out of thin air if you're using money received from people that buy the guns in the first place to do the buyback program. I'm not really sure it would take anything out of the economy though. I'm going to assume you'll just sell more new guns so its basically helping the business.
What would take money out though is if guns wore out and you had to buy repair parts and ammunition. I understand that can be a bit complicated to do though so I don't know if its feasible. |
I really think guns should implement a jam system. Examples are like when you use a pistol for a duration, it jams unless you have it repaired. Much like the melee-break system, but only renders the gun "broken/jammed" if it's used for quite some times. I also think guns should keep their stats, much like their own unique gun properties. One example of that is that you have a gun with 5 bullets in it. If you trade/drop it, it will still remain 5 bullets in the gun (Keeping it's properties/stats). I don't know if that's possible to script on Graal, but yeah. It would add a more fun/unique system for Era guns.
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A good way to get some money out of the economy would be to fix the apartments, I've been waiting a looooooong time for them to get fixed, I don't know whats broken with the script, last time I checked it seemed to work fine :o
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P.S.
Not planning on doing this, just something that was bugging me. Was wondering how a graal economy stood up to a real economy. |
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like you said yourself, the time frame in which this process would occur will stop it from having a big impact on the money supply of the economy.
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why not nerf the gun- so no money refund... your basically making the gun become inactive- just edit the gun to make it equal as another gun. that solves not adding more money. ^^ ^^
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dont nerf the gun that would make the price drop and people loosing money and not wanting the item. The only gun i like on era right now is the 100000+mil ones and dual mks :)
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My idea for fixing this would be to put initiative on the owner to recollect the weapons and stop selling them. For example, make it so only five of the same gang gun can be equipped at one time through scripting. That way, if a leader gives out a bunch of their gang gun, they wouldn't be able to use it as much since five other people in there gang would be using it at almost all times. Then they would proceed to collect as many back as possible and destroy them. No economy harm either.
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Problem with the whole "only allowing 5 people" script is it really doesn't solve the problem I was trying to address. I honestly don't care if people are using their gang gun, it's whatever. If it's lame, thats a balancing issue. The problem is there are far too many gang guns released right now to make it even possible for a gang to use it as a reward or rank method.
But yeah, I'd prefer to attempt my gang idea over this non-sense anyway. |
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