Anton Oussik wrote:

Yes, in the short run this is a much better idea. However, a long term
goal of a self-supporting economy based on inter-player interaction
(where government-owned shops do not exist except to maybe provide
some very basic food and weapons at time of war/famine/natural
disaster) is IMO desirable. Then a community of about 200 players
would be completely self-sufficient

but should it be assumed that the players are the only people living in the crossfire world?

 At some level, this obviously isn't true - hundreds of monsters live in the 
world.

so I'd say at some level, there would also be hundreds (thousands, whatever) of humans living the world that are AI. These are the people harvesting the wheat, making bread, etc. So when you go to the store to buy it, it is there.

If you want to make a world that none of those invisible ai humans exist, you could, but that opens up a whole new can of worms.

For example, right now, there is no indication where all sorts of raw materials come from. Where is that iron, gold, silver, etc being mined? Who is making all of those objects? And so on. I suppose you could come up with a case where all of that is done by actual players, but then what about all those monsters? Are they new equipment less? If not, then all you're really doing is moving who is making those items (case could be made that those orcs are mining the iron for their weapons, so the human players just go kill the orcs for their iron, etc).

I'd just say that making a truly closed economy may be as complex as most all the code currently in crossfire.



_______________________________________________
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire

Reply via email to