[crossfire] specialised shops
temitchell at sympatico.ca
temitchell at sympatico.ca
Thu Aug 11 20:37:38 CDT 2005
On a related note for consideration,
I have always liked the idea of having shops pay a bit more and sell for a bit less if the player is a citizen of the same region as the shop. A citizenship marker object of some sort - available for a reasonable fee. For economy sake, I think it would be better if this worked by actually making the shops pay a bit less and cost a bit more if the player's marker *didn't* match the store region.
Just a thought.
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From: Brendan Lally <
brenlally at gmail.com
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Date: 2005/08/11 Thu PM 06:12:16 EST
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To:
crossfire at metalforge.org
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Subject: [crossfire] specialised shops
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this patch
https://sourceforge.net/tracker/index.php?func=detail&aid=1257092&group_id=13833&atid=313833
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implements shop specialisation.
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Shop maps now can specify things that they specialise in, and if the
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player has an item that is in one of those categories, then they get a
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better price than if they are not.
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General stores with no specialisation offer a price somewhere in
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between, and shops that specialise in many categories offer worse
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prices than those that are tightly focused.
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players no longer see the exact sale price when they click on an item,
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instead they see an approximation based upon the level of the
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bargaining skill.
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Without the bargaining skill they get a textual estimate (some gold,
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lots of plat, a few silver, etc.)
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Shops can also specify a 'greed' value, in the shop string, this
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allows shops like the blackmarket or scorn's house of healing to offer
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bad prices without setting the value to arbitrary amounts that
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interfere with stacking and are exploitable to level bargaining.
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There are several issues with this as it stands.
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1) should shops be able to give lower prices for objects than others
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would sell for? I am inclined to say yes, but not for generated
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equipment. That needs to have some way to distingush things that a
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shop has brought, and things that it had generated. (probably a new
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flag somewhere)
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2) Is the ratio of prices for specialised shops reasonable? I am
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unsure about this one myself.
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3) does the format of the shop string need to change or be extended?
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What I would like to see is that a lazy high level player might get
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far less than they otherwise would for valuable equipment, and a
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player who knows what they are doing could then rebuy the stuff that
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is dropped, (for more than it was sold for trivially) and sell it for
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more in a specialised shop.
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Possibly the rest of this belongs on the maps list, but without the
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above context it won't make much sense.
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Since the string that defines the shop is in the map header, it
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follows that there should only be one shop on each map. I have checked
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the maps-bigworld distribution and found the following.
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grep -r "shop_mat" * | uniq -c | sort -n | cut -d ':' -f 1
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...
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3 unlinked/kandora/elcyon/gnome_hut - one shop
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4 brest/brest.cvt - one shop
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4 brest/brest.scrolls.right - one shop
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4 darcap/darcap/circus/shooting - two shops
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selling the same things
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4 mlab/citydeclouds/citydeclouds2H - one shop
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4 santo_dominion/shops/rings - one shop
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4 unlinked/Greyshield/Fortress - two
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shops should be able to tile along x=20
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6 mlab/citydeclouds/citydeclouds2A - two shops
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tile onto other maps ( a nightmare to deal with)
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6 mlab/citydeclouds/citydeclouds2F - one shop
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6 scorn/shops/scorn.sale1 - one shop
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8 mlab/citydeclouds/citydeclouds2B - tiles from
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cdc2A - similar issues
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8 navar_city/misc/market1 - 4 shops,
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will tile cleanly (and fix a shop listing map bug at the same time)
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8 santo_dominion/lord_byron/main - 4 shops might
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break in interesting ways
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8 unlinked/vol_vill_shops - 4
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shops, will tile nicely
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8 wolfsburg/dept_store - 4
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shops will tile nicely
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9 mlab/citydeclouds/cdcbigstore/cdcbigstore2f - one shop
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10 mlab/citydeclouds/citydeclouds2E - a maze of
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shops, I don't want to even attempt to touch this one.
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so then, the only maps that may cause problems to split up are
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unlinked/Greyshield/Fortress
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mlab/citydeclouds/citydeclouds2A
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mlab/citydeclouds/citydeclouds2B
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santo_dominion/lord_byron/main
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mlab/citydeclouds/citydeclouds2E
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the 'shop' string is optional, without it shops just won't give such
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good prices, I am therefore inclined to ignore the fortress and SD
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maps.
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mikee if you are reading this, your comments on this wrt your mlab
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maps would be appriciated.
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