Miguel Ghobangieno wrote:

I suggest an addum to the mappers handbook "don't put
jade and amber coins in you duengons as rewards". Then
will come the question "why have them then!" Well then
why have most of the things we have in CF? We could
probably chuck most of our archtypes.. why even have
CF? CF isn't needed in the world etc.

Updating the map guide could be done. I just wonder how many people read it :). That said, the map check scripts could be modified to look for unauthorized arches also - some cases may be acceptable, but noting that jade coin appears in map xyz coudl still be useful.


I'd also like copper coins, this will require value to
have decemal points.
Could we do that?

IMO, no. There will always need to be a minimum value, and keeping that minimum 1 to me makes perfect sense. Adding decimalization adds a fair amount of complication, and as is, a value 1 object really isn't worth anything.

I'd much rather go the approach of revalueing the existing money. Make the new copper coin worth 1. Make silver coins worth 5. If gold (10) and platinum (50) coins keep the same value, such a change in valuation isn't likely to affect things very much (unless players make huge piles of silver to anticipate that change).

Or perhaps one that seems like more a hack but wouldn't have that problem - create 'new' coin - new copper, new silver, new gold, new platinum, etc coins as new archetypes. Put whatever valuation you want in them. Update treasure lists (and perhaps maps, but I'm not sure how many maps actually have coins piled on them) Maybe change the existing coins to be 'old' coins or 'ancient' coins.

Thus, all new coinage that shows up should be these new coins with new valuation. However, those old coins still exist and can still be used with no inflation in value, so a player that has stockpiled piles of them doesn't get anything more from them (and if they find them in maps or something, not a big deal - old coins sitting in a dungeon wouldn't be that odd).

I say all this because, as I've said before, at some level, you need a minimum value on objects. You can't use floats to store value because the precision for high/low values isn't there, and you'll get into all sorts of errors. So the only way to do this is what Brendan (I think it was) described, which is to multiply and divide internally. But even then, you are still stuck with some minimum, based on the multiply/divide values that are set up (if for example it is 100, then your minimum value is .01 - anything less is lost).

But really, it comes down to the fact (to me) that a value 1 object is pretty nearly worthless, and I can't see need to have stuff worth less than that. So this really becomes a matter of a new coin standard, and that can be done with just archetype changes, which to me seems like the much better way to go.


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