Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-02 Thread Miguel Ghobangieno
The regional coins shouldn't be made of valuable
materials such as gold then. Copper would be better. 

--- Lalo Martins [EMAIL PROTECTED] wrote:

 And so says Miguel Ghobangieno on 01/01/06 01:50...
  The regional currencies should be paper money
 rather
  then coins.
 
 I don't think paper money would make sense in the CF
 world... it's too
 recent a concept.
 
 What I'm talking about is coins as opposed to
 pieces - a gold coin
 is a small disc of gold with some image, number and
 words stamped in it,
 and is official money issued by a country.  It's
 supposed to be worth
 more or less the intrinsic value of the gold in
 weight, but not always.
 
 On the other hand a gold piece, often used in
 fantasy worlds and ancient
 real world, is what we have now; a small disc of
 gold, not coined.
 It's only worth its intrinsic value - by weight.
 
  While regional currencies exchange values could
 change
  depending on factors that are not in the game yet
 the
  silver, plat, gold, jade, and amberonium coins
 should
  keep their absolute value forever.
 
 If they are pieces rather than coins, yes.  Whether
 they are accepted in
 shops or you have to sell them at a bank, is more
 or less what we're
 discussing.
 
 best,
Lalo
 Martins
 --
   So many of our dreams at first seem
 impossible,
then they seem improbable, and then, when we
summon the will, they soon become inevitable.
 --
 personal: 
 http://www.laranja.org/
 technical:   
 http://lalo.revisioncontrol.net/
 GNU: never give up freedom
 http://www.gnu.org/
 
 
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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
the coin money will still exist, right?

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 12/31/05, Mark Wedel [EMAIL PROTECTED] wrote:
Not until relative recent history did paper
 money really become popular.  That
  said, if currency is changed, I'd suggest unique
 graphics (that are clearly
  distinguishable) are probably desired - having
 bunches of coins in my inventory
  that all look the same would be
 confusing/annoying, and remove some of the
  reason for doing this, which is to add character.
 
 This would also have to affect character generation,
 currently players
 that are generated get an amount of money when they
 choose a class,
 and before they exit the nexus. If the two
 destinations from the nexus
 have differing currencies, then the player could get
 the 'wrong' type.
 
 Moving the acquisition of money to the teleporters
 which the player
 stepped on might work, but since dead players return
 there until they
 get another savebed, this might be hard to guarentee
 to not be
 exploitable (at the least, every existing player who
 didn't set a
 savebed, would get some money next time they died).
 
 Making those teleporters damned could work, indeed,
 if they pointed to
 a relatively 'safe' place (scorn town hall maybe?)
 it might be
 considered a good thing anyway.
 
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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Brendan Lally
On 12/31/05, Miguel Ghobangieno [EMAIL PROTECTED] wrote:
 While regional currencies exchange values could change
 depending on factors that are not in the game yet the
 silver, plat, gold, jade, and amberonium coins should
 keep their absolute value forever.

Actually, something I think might be interesting would be to have
major and minor currencies.

Consider the (pre-decimalisation) British Currency.
Prices were given in pounds, shillings and pence, 12 p made one
shilling, and 20 shillings one pound

There was a one penny coin, a one shilling coin, and a one pound note.
In principle it was possible to use these, and only these, for
purchasing items. However, there were a number of other coins of
intermediate values which were extensively used to make up
intermediate values, without prices being quoted in them. (note that I
am referencing old British currancy, simply because there were so many
coins of arbitrary values that were issued -
http://en.wikipedia.org/wiki/British_coinage#Denominations_of_pre-decimal_coins_and_their_years_of_production
looks to be a fairly good list).

Now, what I am wondering, is if the coins with which shops make change
couldn't be the thing that varied, so that money would be taken from
one of 12 or so different types of coins, and change given in a
similar manner (to take an example from the above list, an item which
would require 50 shillings (gold) change might cause it to be given in
the form of two unites and a half unite in one place, but one two
guinea coin and two double florins somewhere else.

These could all be legal tender everywhere, whilst causing a player
who would travel in certain areas of the world to have different types
of coins to someone else elsewhere.

A modern form of this can be seen to a lesser extent with the euro
coins and notes, whilst they lack the amusingly contradictory values,
they have different designs on the reverse depending on which country
they are from, so that a coin with a design from a country relatively
far away is a mild curiosity on the occasions they are encountered.

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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
If we are to do this it should be in addition to the
current (blank) coins.

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 12/31/05, Miguel Ghobangieno
 [EMAIL PROTECTED] wrote:
  While regional currencies exchange values could
 change
  depending on factors that are not in the game yet
 the
  silver, plat, gold, jade, and amberonium coins
 should
  keep their absolute value forever.
 
 Actually, something I think might be interesting
 would be to have
 major and minor currencies.
 
 Consider the (pre-decimalisation) British Currency.
 Prices were given in pounds, shillings and pence, 12
 p made one
 shilling, and 20 shillings one pound
 
 There was a one penny coin, a one shilling coin, and
 a one pound note.
 In principle it was possible to use these, and only
 these, for
 purchasing items. However, there were a number of
 other coins of
 intermediate values which were extensively used to
 make up
 intermediate values, without prices being quoted in
 them. (note that I
 am referencing old British currancy, simply because
 there were so many
 coins of arbitrary values that were issued -

http://en.wikipedia.org/wiki/British_coinage#Denominations_of_pre-decimal_coins_and_their_years_of_production
 looks to be a fairly good list).
 
 Now, what I am wondering, is if the coins with which
 shops make change
 couldn't be the thing that varied, so that money
 would be taken from
 one of 12 or so different types of coins, and change
 given in a
 similar manner (to take an example from the above
 list, an item which
 would require 50 shillings (gold) change might cause
 it to be given in
 the form of two unites and a half unite in one
 place, but one two
 guinea coin and two double florins somewhere else.
 
 These could all be legal tender everywhere, whilst
 causing a player
 who would travel in certain areas of the world to
 have different types
 of coins to someone else elsewhere.
 
 A modern form of this can be seen to a lesser extent
 with the euro
 coins and notes, whilst they lack the amusingly
 contradictory values,
 they have different designs on the reverse depending
 on which country
 they are from, so that a coin with a design from a
 country relatively
 far away is a mild curiosity on the occasions they
 are encountered.
 
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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2005-12-31 Thread Brendan Lally
On 12/31/05, Mark Wedel [EMAIL PROTECTED] wrote:
   Not until relative recent history did paper money really become popular.  
 That
 said, if currency is changed, I'd suggest unique graphics (that are clearly
 distinguishable) are probably desired - having bunches of coins in my 
 inventory
 that all look the same would be confusing/annoying, and remove some of the
 reason for doing this, which is to add character.

This would also have to affect character generation, currently players
that are generated get an amount of money when they choose a class,
and before they exit the nexus. If the two destinations from the nexus
have differing currencies, then the player could get the 'wrong' type.

Moving the acquisition of money to the teleporters which the player
stepped on might work, but since dead players return there until they
get another savebed, this might be hard to guarentee to not be
exploitable (at the least, every existing player who didn't set a
savebed, would get some money next time they died).

Making those teleporters damned could work, indeed, if they pointed to
a relatively 'safe' place (scorn town hall maybe?) it might be
considered a good thing anyway.

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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2005-12-30 Thread Mark Wedel

Lalo Martins wrote:

Local currencies
=


 As a note, while having local currencies add flavors, I'm not really sure if 
it is worth the complication/confusion it is likely to cause.  This will likely 
be somewhat related to how many regions we have.  But one can certainly see a 
case where a player becomes a citizen of a new region and is now really confused 
on those values.




The player needs to have a field or force saying his region of
citizenship.  This would be used for appraisals.  To do this, in the
hall where you select starting city, the exits would be replaced with
player changers (and the code needs to be updated to handle this new
type of player changer).


snip


When you sell something at a store, it would pick the coins to give you
from the region's money.


 To me, it would probably make more sense, but perhaps be more confusing, to 
get appraisals based on the region you are in.  It perhaps seems a bit odd be in 
a shop, examining your objects, and being told it is worth 5 pp, 2 gp, but when 
you sell it, you get 2 amber coins  2 copper ingots or something.




UNDECIDED: shops may either accept any and all money (easy to do -
instead of iterating over a list of money archs, it iterates over the
money archs in the player's inventory), or they may accept only region
money, forcing you to go to the bank first.  Thoughts?  If we go with
the second, then tourist-friendly shops can have converters in a corner.


 Having to convert money to me just seems a bother (find I nice item in a shop 
I want to buy.  Oh, I'm in pupland, have to leave the shop, find a bank, convert 
the right amount over, etc).  And if the conversion isn't 1:1 (eg, the bank 
takes some percentage for service), then it becomes even more a pain, because 
you don't really want to convert more you need.  You'd also perhaps get the the 
case that gems become the most stable money, presuming you can still sell them 
in the shops and get whatever money.




Monster treasure would also pick from the region money, although I
suppose we could allow a money field in the map too, if you want a map
to give funny money.


 Note that right now, treasurelists are coded with actual coin types, and not a 
'money' type.  So making this change requires some mucking with the treasure 
generation code, and could be relatively complicated especially if the different 
regions don't have that 10:1 ratio (eg, region the uses copper, silver, gold, 
and platinum ningis, with 7:1 for each ration (copper ningi has base value 1, 
silver ningi 7, gold 49, platinum 343).  Converting what as 500 gp now becomes 1 
platinum, 3 gold, 1 silver, 3 copper ningis).


 If this change is made, I'd suggest all treasurelists need to be updated to 
have a 'money' metatype, with the nrof representing the total value of the 
goods.  Any treasurelists that specifically mention coin types would use those 
coin types.


 That said, throwing in the odd foreign currency in a dungeon would make things 
interesting.  Imagine those low level players adventuring around scorn and 
finding some ningis and asking what the heck are those.




Then it's all fun... I'd suggest getting rid of the existing
gold/silver/plat generic coins and replacing them with non-coined
pieces (which probably explains their relatively low value).  Then
introducing the scorn penny, scorn shilling, scorn pound, navar
cent, navar dime, navar dollar, pupland marks, and so on ad
infinitum.


 Not until relative recent history did paper money really become popular.  That 
said, if currency is changed, I'd suggest unique graphics (that are clearly 
distinguishable) are probably desired - having bunches of coins in my inventory 
that all look the same would be confusing/annoying, and remove some of the 
reason for doing this, which is to add character.


 That said, one could make some changes fairly simply - one region could use 
triangular 'coins' instead of round ones.  Also, if the face was replaced by 
just a single large coin (vs the stack like there is now), this would allow more 
detail to be put into the image - perhaps even enough to put different images on 
the coin face itself.  After all, for most all other objects, each imagine 
represents just one of that image, and not a pile.




This can also support mwedel's notion of accepting gems as money, by
simply stating in the appropriate code that type GEM is as acceptable as
type MONEY.  So if shops accept foreign currency, they will also accept
gems; if they don't, you'll be able to put gems in the money field for a
region or map.  (Carrying gems would then be a good strategy when going
to a new country - you'll never know if they have exchange service for
the money you have...)


 As a note, I'd think any decent sized place (large enough to have its own 
currency) should have a bank to convert the currency.  Simply because if it 
doesn't, this adds more bother (shoot, can't convert from navar dollars to 
ningis here, have to 

[crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2005-12-27 Thread Lalo Martins
And so says Miguel Ghobangieno on 26/12/05 23:20...
 For the map aspect I don't think the scorn bank change
 with amber and jade coin converter tables should be
 added to CVS.

Ok, maybe not Scorn since it's a starter city, but I'd like to see
plat-jade in low-medium-level places such as Darcap and Lone Town, and
jade-amber in medium and high level places, regardless of your idea
below.  (Unless we go for full local currencies.)

 I think for the code aspect there should be a list of
 regions where amber and jade coins may be given as
 change. If on a shopmap the region matches one of
 these then amber and jade may be given. I think this
 list should include azamuindo... but not much else.

Because it's your map?  :-)

In our world jade is associated with the east.  In Crossfire, it's just
a very rare material.  It should be given in medium-level places.

 All shops should accept amber and jade. (Also, as
 errac noted, they should probably accept imperials,
 also I have committed the bank card arch so work can
 be done on that too :D).

After you told me of this idea this morning (my timezone at least), I
was checking the code, and actually I think we can do better, if that's
the direction we want to go.

1: instead of a new file, it can just be a new field in the regions file.

2: it wouldn't be too hard to implement full local currencies.  What do
people think of that?

So here's the detailed local currencies proposal.

Local currencies
=

The player needs to have a field or force saying his region of
citizenship.  This would be used for appraisals.  To do this, in the
hall where you select starting city, the exits would be replaced with
player changers (and the code needs to be updated to handle this new
type of player changer).

There should probably be ways to change your citizenship.  For example,
when you get the Pupland passport, you should be offered citizenship.

Each region would have a field called money, containing a
comma-separated list of archetype names, in order of decreasing value.
A region can omit this field (or have it blank), in which case it
inherits from its parent.

The world region would have: money platinacoin goldcoin silvercoin
(unless we want to take the opportunity to change that too - it's
ridiculous how little silver is worth on bigworld :-( but that's a
separate issue)

When you sell something at a store, it would pick the coins to give you
from the region's money.

UNDECIDED: shops may either accept any and all money (easy to do -
instead of iterating over a list of money archs, it iterates over the
money archs in the player's inventory), or they may accept only region
money, forcing you to go to the bank first.  Thoughts?  If we go with
the second, then tourist-friendly shops can have converters in a corner.

Monster treasure would also pick from the region money, although I
suppose we could allow a money field in the map too, if you want a map
to give funny money.

Then it's all fun... I'd suggest getting rid of the existing
gold/silver/plat generic coins and replacing them with non-coined
pieces (which probably explains their relatively low value).  Then
introducing the scorn penny, scorn shilling, scorn pound, navar
cent, navar dime, navar dollar, pupland marks, and so on ad
infinitum.

This can also support mwedel's notion of accepting gems as money, by
simply stating in the appropriate code that type GEM is as acceptable as
type MONEY.  So if shops accept foreign currency, they will also accept
gems; if they don't, you'll be able to put gems in the money field for a
region or map.  (Carrying gems would then be a good strategy when going
to a new country - you'll never know if they have exchange service for
the money you have...)

best,
   Lalo Martins
--
  So many of our dreams at first seem impossible,
   then they seem improbable, and then, when we
   summon the will, they soon become inevitable.
--
   personal: http://www.laranja.org/
GNU: never give up freedom http://www.gnu.org/


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