Feb 14, 2019, 01:07 AM
Suggestion:
Reasons:
Prices of anything and everything always depends on supply and demand - and even more so in a videogame that is looking to establish some form of balance in the scenario where you are able to hang onto other players pots for an indefinite period of time // enabling large scale industries.
It's a system that is used in quite a few different RP-oriented games, including ARMA II/III - and it simply would mean that as more and more people sell weed to the NPC, the price that he buys them at per-packet would go down.
Price-per-packet by default and upon being reset is $500/packet. After 'X' amount of weed has been sold to the NPC, this value could go down incrementally. (e.g. $450/packet)
This could mean that after 1,000 / 2,500 / 5,000 packets - it will trigger decreases in the price of weed. This is to create balance in the case where individuals are running large operations of 50+ pots that could potentially be bringing in 750 packets per cycle, which with current pricing would net profits of $375,000 at full capacity (15) and $125,000 with just (5) output. This means you could afford to purchase pots at $2,500 per pot and break-even in just one cycle.
There needs to be a way to balance it so that mass-industry is possible without completely being exploitable.
Having the NPC disappear for 'X' amount of time also creates a scenario where you are unable to offload your inventory of weed for 'X' amount of time because he's simply not available. It creates a situational risk where you might be in a position where you would need to purchase more inventory space to pocket the weed, which becomes a cost factor, or you can decide to take the risk and leave your weed uncollected until you clear out your inventory. This leaves you vulnerable to a raid by law enforcement or criminals.
With the price reducing throughout a busy day with competition, it might come to you wanting to wait to offload your inventory until another day when the rate resets to $500/packet. This in itself means, to further run the operation, you'd need to invest in the inventory space to be able to store hundreds, if not thousands, of product. This isn't something your average Joe growing weed out of his basement might decide to do, but it might be a decision a large underground business might make.
- Dynamic pricing that reduces the value of weed as more players sell to him (NPC) on the day-to-day basis, add other variables. Price of weed does not 'need' to always be so high.
- Create a scenario/chance where the NPC might not be in town and will be unavailable to purchase weed for 'X' amount of time
- Bring back the sound of the light(s) as otherwise it's impossible for law enforcement to really suspect a grow operation
- Without light(s) the weed output should be slightly unpredictable with the potential to receive less than what you would expect
- Without light(s) the weed plant should have a % chance of dying
- When you sell to the NPC, you can be searched and for 'X' amount of time will be able to be found with... 'large amount of cash' or something similar
- Equip a briefcase and when searched it will no longer display 'large amount of cash' but rather just show the briefcase (?)
Reasons:
Prices of anything and everything always depends on supply and demand - and even more so in a videogame that is looking to establish some form of balance in the scenario where you are able to hang onto other players pots for an indefinite period of time // enabling large scale industries.
It's a system that is used in quite a few different RP-oriented games, including ARMA II/III - and it simply would mean that as more and more people sell weed to the NPC, the price that he buys them at per-packet would go down.
Price-per-packet by default and upon being reset is $500/packet. After 'X' amount of weed has been sold to the NPC, this value could go down incrementally. (e.g. $450/packet)
This could mean that after 1,000 / 2,500 / 5,000 packets - it will trigger decreases in the price of weed. This is to create balance in the case where individuals are running large operations of 50+ pots that could potentially be bringing in 750 packets per cycle, which with current pricing would net profits of $375,000 at full capacity (15) and $125,000 with just (5) output. This means you could afford to purchase pots at $2,500 per pot and break-even in just one cycle.
There needs to be a way to balance it so that mass-industry is possible without completely being exploitable.
Having the NPC disappear for 'X' amount of time also creates a scenario where you are unable to offload your inventory of weed for 'X' amount of time because he's simply not available. It creates a situational risk where you might be in a position where you would need to purchase more inventory space to pocket the weed, which becomes a cost factor, or you can decide to take the risk and leave your weed uncollected until you clear out your inventory. This leaves you vulnerable to a raid by law enforcement or criminals.
With the price reducing throughout a busy day with competition, it might come to you wanting to wait to offload your inventory until another day when the rate resets to $500/packet. This in itself means, to further run the operation, you'd need to invest in the inventory space to be able to store hundreds, if not thousands, of product. This isn't something your average Joe growing weed out of his basement might decide to do, but it might be a decision a large underground business might make.