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pref
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Post by pref » Tue, 26. Aug 14, 16:26

YorrickVander wrote: This is where it gets fun :) In 2.20 at least there's actually no way to magic money into an npc wallet that I can find, rather it has to be transferred in from another account (only players it seems can magic up money with <reward_player money="600000000Cr"/> command). The vanilla npc trade will expect cash transfers when trading to shipyards too. You can of course add to player wallet and onto whatever needs 'magic' money but that's messy with the event monitor updates :s

From watching the numbers the economy, when it doesn't bug out, is fairly well balanced for all factions that do not run a shipyard. After 2.5 and fixes this will have to be reassessed of course. Aside from deliberate shortfalls in certain areas to give the player a choice of 'ins' to the market we could be in pretty good shape soon. After some consideration on sinks for spawned ships the solution (imo) that works best is a charge to the faction wallet for the spawn alongside charging for repairs to npc stations as the engineer on board doesn't have to buy resources like players do. Not ideal as it doesn't drain resources as well as cash but workable in the current code; if the small/med shipyards in 2.5 also send ships off to die that will help too though. Will have to wait and see for that.
Maybe the ship budget could just be a global variable for each faction, that gets updated when an income needs to be simulated, or a ship bought.
But it is a problem if this cannot act as a resource sink. At least in current eco state..

Would be nice if all factions could have their own SYs though. If one day dynamic relations are supported/modded in, they will all need an one at least. Maybe a proper spawn logic could substitute this, but still it would give a less fake feeling...

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