Never spend your money before you have earned it (T.Jeff)

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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1337
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Tue Jul 10, 2012 6:11 pm

Will money be a physical entity (that you need to transport for example) or will it remain virtual as it is now?

I mean if you sell something somewhere, the money is automatically added to your factions balance and you can use it right away half across the map.

This is actually unrealistic in my opinion and having to transport money around to use it elsewhere (like you'll probably be doing with armor, weapons, build materials and such) would be more interesting and realistic imo.

Consider this:
You have a town that is under siege and a second town that has a lot of merchants and a big money income, in the current state of the game you could use that money in the besieged town for weapons, mercenaries and such straight away.
But with physical money, you would need to make a breach in the enemies army to enter the besieged town with it as you would for any other items.

Other interesting Situations can come up, for example with caravans carrying money (that you'll need to protect or on the contrary can rob)
or the need to come and take taxes physically (or avoid paying them).

Just sth I've been thinking about anyway, I guess it could be too much micromanagement and end up less fun to play then anything else, but well i wanted to write sth... bam

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Blxz
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Wed Jul 11, 2012 5:12 am

Its a good point. But in regards to a faction the total money can be considered a type of credit. The faction has a certain amount of equity and so you will be paid at some stage even if the cash is not immediately on hand. Much like any business entity in the real world.

How it can work in game in this setting and for when you are just a lone guy/team running around the wastes I don't know. But I am more inclined to go with an abstract version than to get bogged down in money micro.

In short, I'd prefer to kill shit and build houses rather than be an accountant.
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Wed Jul 11, 2012 11:06 am

Yeah the micro could be too much as I said.

As a lone warrior, you'll have a main coffer with your money in a safe house for example or you go around with all your money since if you get killed it's game over anyway.

You had physical money in diablo 2 and it never really stopped the fun, but I never understood what it was for in d2 while in Kenshi it could actually open up some fun gameplay.

the lone warrior:
If you are a lone warrior and just sold enough to make a hefty sum of money and just outside the shop you get your ass kicked and end up as a slave, then if you can escape afterwards, you'll have no armor or weapons (slave duh) but you'll have the 40000 cat you got from the shopkeeper ... meh :lol:
If you had physical money, you'd have only the money you saved up in a coffer in a safehouse. Maybe you'd even be desperate enough to get an enemy's weapon and try to rob your money back while escaping lol.

anyway just an idea. i was bored (hope i don't die)

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Blxz
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Wed Jul 11, 2012 11:38 am

I suppose. Maybe you could go both routes and allow someone to be mugged for your total wealth divided by the number of playable characters you control. A little unrealistic but allows money to be lost/gained via crime while not burdening micro.

Still, the more I think about it and read your first post the more interesting it sounds. Especially if money has some form of weight later on. It will be an incentive to have a big sexy locked strong-box in your base and to have someone on guard at all times rather than just carrying 50 million kats in my back pocket for those little bits and pieces you need at the local convenience store. (I swear the price of milk has skyrocketed lately)

Also,
i was bored (hope i don't die)
Meta commenting for the win! woot =)
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toaster Assassin
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Wed Jul 11, 2012 1:52 pm

The idea of money as an item worked in fallout,Dungeon keeper,Evil Genius,Command and conquer 1 (Silos needed) and I cant remember but I think Gothic series as well. The bad news would be that the player would have to keep track of where they are placing all of their money. If there is a weight factor, then several units would need to carry the gold in order to buy a structure. Having the physical Cats would bring a tactical factor in, but be a pain in the @$$ for the players who love to trade. (Plus would take up inventory space and also create a possible money hack).
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dragyouintohell
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Wed Jul 11, 2012 2:43 pm

toaster Assassin wrote:The idea of money as an item worked in fallout,Dungeon keeper,Evil Genius,Command and conquer 1 (Silos needed) and I cant remember but I think Gothic series as well. The bad news would be that the player would have to keep track of where they are placing all of their money. If there is a weight factor, then several units would need to carry the gold in order to buy a structure. Having the physical Cats would bring a tactical factor in, but be a pain in the @$$ for the players who love to trade. (Plus would take up inventory space and also create a possible money hack).
I would actually love to see this implanted, just because the game is going to be advanced and with all the things you will be able to do it seems stupid to be able to carry unlimited cash for all your players with absolutely no drawbacks to it. If one player dies you don't lose any money as the rest of your players have the same amount. If this was implanted though then you would have to be careful and actually think what your going to do through and not just rush in, lose a few guys that have a couple hundred thousand cats on them and still have the same amount.

Chris said somewhere that he might add Mules in, If he does then you have a way to transport a large amount of money from one place to another and this could be used as the carry solution, you could also hire guards or something along that line to escort the money to the selected destination.

As with the trading, you could go out with the mules or a couple of people with large backpacks and take them back to the town, trade it all for the money( lets say 20k could fit into a traders backpack) and have one person take it back to the chest, deposit it while your looting, they get back and someone else goes.

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Wed Jul 11, 2012 5:36 pm

toaster Assassin wrote:The bad news would be that the player would have to keep track of where they are placing all of their money.
Yes, that's part of the bad micromanaging lol. But considering you could end up with hundreds of minions and just as much weapon and armor, you'll need some kind of faction screen where you can see/control all that anyway, so having a small line saying where you have your money (or who has some on them) wouldn't be too far fetched.
toaster Assassin wrote:possible money hack
It's a singleplayer game, who cares about cheats? If they want to cheat, let them do it ;)
dragyouintoheaven wrote:Chris said somewhere that he might add Mules in, If he does then you have a way to transport a large amount of money from one place to another and this could be used as the carry solution, you could also hire guards or something along that line to escort the money to the selected destination.
Yes, along those lines, even having automatic caravans that carry money and items around (from town A to B) as soon as they are loaded would even negate a lot of micro...
There's not even a need for mules. Take some kind of transportable coffer with you lol. (I was under the impression that CHris didn't want to add animals :/ )

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dragyouintohell
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Wed Jul 11, 2012 5:53 pm

I plan to eventually have something like pack mules. They will have a big inventory and be able to carry several bodies. Also the one strong guy carrying 2 bodies is on my list too.
I just had an idea from your post 1337, what if you could set a route or something along that line that the pack mule and person has to follow, so that way you wouldn't have to direct them to the town, but just set in the route and tell them what to do, give them the key to your chest and tell them to get something or deposit something.

hammy
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Fri Jul 13, 2012 1:36 am

You have a town that is under siege and a second town that has a lot of merchants and a big money income, in the current state of the game you could use that money in the besieged town for weapons, mercenaries and such straight away.
But with physical money, you would need to make a breach in the enemies army to enter the besieged town with it as you would for any other items.
you could IOU the army/ shops fighting for you and pay them after saves the breaching
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wolfwood296
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Fri Jul 13, 2012 4:41 am

isn't this question something that happens all around the world. you got 40 or 50 dollars (depends on what you have) and a lot more money in a bank acount, so you could buy some small stuff without using you bank acount, and then buy something big with your bank acount.
why not the same thing here?

when you are starting out you would have a little money to just buy when you need right then, once you get some more people and some buildings you would get something like a bank accounts (there were banks in the middle-ages) where you would keep any excese money and money coming from bussnises.
this would mean that when you go to a shop owner and you buy something you could pay for it right now give he/she the money right out of your wallet. while if you got an order that is too big for you to carry then you would give the owner the location of your banker, the owner would then take the order to the banker where he you check to make sure its is correct and then pay the owner the money for the order.
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