Feature Request
Moderators: Bob the Hamster, marionline, SDHawk
Feature Request
I'd like to see a more advanced barter system in the Custom Editor. It's possible to spend or gain up to that weird 32000-ish limit of an item in an attack, I'd like to see the same feature in the shop menus. I think it would be helpful because it would allow game designers to use that already great barter system idea to adapt extra currencies.
When you don't know what to do, be kind.
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I see what you mean, but I'm having trouble imagining a situation where an RPG needs multiple currencies that all go over 99 units. Me, I'd just make the alternate currency item less frequently distributed, and shops that take said item will not ask for exorbitant amounts of it.
For example, I just killed a Time Traveler. I picked up 200 dollars and 2 doubloons. The local drugstore has some outrageously expensive ale that'll run me 4,000 dollars, but a nearby pirate is selling his homemade-but-just-as-good ale for 5 doubloons. I now know what to collect and where to shop when I'm going on a bender.
Or, for an example from an actual video game, there's Chrono Trigger's prehistoric trading post, where you have to collect small quantities of Feathers, Claws, Horns, and [s]Gall Bladders[/s] something else in order to get the best equipment for the moment. All together, you'll probably spend less than 40 of each item before running the shop dry.
I'd say 99 is a reasonable max to work with.
For example, I just killed a Time Traveler. I picked up 200 dollars and 2 doubloons. The local drugstore has some outrageously expensive ale that'll run me 4,000 dollars, but a nearby pirate is selling his homemade-but-just-as-good ale for 5 doubloons. I now know what to collect and where to shop when I'm going on a bender.
Or, for an example from an actual video game, there's Chrono Trigger's prehistoric trading post, where you have to collect small quantities of Feathers, Claws, Horns, and [s]Gall Bladders[/s] something else in order to get the best equipment for the moment. All together, you'll probably spend less than 40 of each item before running the shop dry.
I'd say 99 is a reasonable max to work with.
Last edited by Baconlabs on Tue Nov 02, 2010 11:33 pm, edited 1 time in total.
@Baconlabs: I'm not saying this is something that should be a standard for every RPG. What I'm saying is that it's a level of detail that would be interesting in some RPGs for someone who likes this sort of thing. I'm far from the only person who's thought of this, or had ideas of how to implement a system like this. I've played an RPG in the 90's by SquareSoft that had it's own system of multiple currencies. It was about a boy and his dog and played a lot like the Secret of Mana, but it wasn't a sequel.
I'll give an example of what I'm talking about. Say that one currency represents a sort of universal standard in a game. I'll call it "gems", as they typically represent portable wealth. Gems are slightly harder to get as treasure than gold is, but worth the trouble.
Now gems would be more common in the local area, so they're worth less, but you still get 10 crowns (the equivalent of gold pieces) every time you sell one. Now the theory I'm running by is that there are about enough gems readily available as treasure to equal what a player would get in a normal game.
Each kingdom would have its own unit, some with a different rate on the gems, but all in all, on a balance, the value of the money doesn't change much.
The change is not required to make a system like this work, it is still possible, but it would be more interesting with a higher limit. I'm not bothered at all whether the limit has to be 99 or if it could be the more favourable 32000 limit. But it's easier to implement if the working limit is based on the higher number. From what I've read in the site's FAQs and How-to area, the most realistic "high" number would be that 32,000 as it seems to show up in other specialized fields, like a bank, for instance.
I'll give an example of what I'm talking about. Say that one currency represents a sort of universal standard in a game. I'll call it "gems", as they typically represent portable wealth. Gems are slightly harder to get as treasure than gold is, but worth the trouble.
Now gems would be more common in the local area, so they're worth less, but you still get 10 crowns (the equivalent of gold pieces) every time you sell one. Now the theory I'm running by is that there are about enough gems readily available as treasure to equal what a player would get in a normal game.
Each kingdom would have its own unit, some with a different rate on the gems, but all in all, on a balance, the value of the money doesn't change much.
The change is not required to make a system like this work, it is still possible, but it would be more interesting with a higher limit. I'm not bothered at all whether the limit has to be 99 or if it could be the more favourable 32000 limit. But it's easier to implement if the working limit is based on the higher number. From what I've read in the site's FAQs and How-to area, the most realistic "high" number would be that 32,000 as it seems to show up in other specialized fields, like a bank, for instance.
When you don't know what to do, be kind.
--Mahayana slogan
--Mahayana slogan
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