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The Schmetterling
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PostSubject: Re: Currency System   Wed Apr 04, 2012 4:08 pm

mouseman89 wrote:
Keon wrote:
Secret post in sig is bad.

Anyway, look at your sig. These are the peeps who have enough brains not to fail right away and are going to be players of your mod. Bankers, all of them. And they are the most focused of the players of this mod.

Anyway, how about one currency, but it is air. We start playing with it at 1 = 1 diamond, then we let it float. It will be interesting.

You could try different currency methods in a beta release to see how it goes. also whats going to stop ops and admins from TMI/NEI or give commanding whatever your using as currency?

We will make it so that TMI and other "hacks" don't work on multiplayer, where they give that player an unfair advantage. You can still use them in single player, though.

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Tiel+
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PostSubject: Re: Currency System   Wed Apr 04, 2012 4:24 pm

TMI isn't a hack. You have to be an OP to use it.
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PostSubject: Re: Currency System   Wed Apr 04, 2012 4:24 pm

yes, although I think spawning *items should be ripped out as well
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PostSubject: Re: Currency System   Wed Apr 04, 2012 4:34 pm

I'm actually curious as to how this may work, though. What if a server uploads a world with everything made out of diamond? You can't just lock the server admins out of their directories unless you put all the important data in a .jar, but again, that can be decompiled/recompiled and I believe java gets more and more unstable the more crap you add to a file.
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PostSubject: Re: Currency System   Wed Apr 04, 2012 4:43 pm

Tiel wrote:
I'm actually curious as to how this may work, though. What if a server uploads a world with everything made out of diamond? You can't just lock the server admins out of their directories unless you put all the important data in a .jar, but again, that can be decompiled/recompiled and I believe java gets more and more unstable the more crap you add to a file.
Yeah. It's going to be really hard to make sure no-one can cheat.

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Laibach
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PostSubject: Re: Currency System   Wed Apr 04, 2012 5:24 pm

I don't think you'll be able to upload worlds unless its your "galaxy"
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PostSubject: Re: Currency System   Wed Apr 04, 2012 5:43 pm

CoalMiningAlchemist wrote:
I don't think you'll be able to upload worlds unless its your "galaxy"

Each server will be hosting a star system. Even if these are ruled by squadron commanders or whatever they're called, this mod is still following the MC directory rules and as such the worlds can be edited.
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PostSubject: Re: Currency System   Wed Apr 04, 2012 5:49 pm

Danice123 wrote:
Iv121 wrote:
Do you know what current currencies are ? Treading with air. Unless you want to add all those pointless air trading , unwanted Bureaucracy and financial bull**** I suggest staying with one currency. What's the difference between each type of currency ? Nothing beside the fact you can change their value - again trading with air.

I agree with your statement, but it doesn't have anything to do with having or not having different currencies. The reason we are 'trading with air' stems from the fact that none of the currencies are backed up by anything, not that there are multiple currencies. The reason that I was thinking about implementing multiple currencies is that it creates new jobs (like a money changer) and adds a reason for colonization and gaining wealth. Its a cool feature that would broaden the game a lot. It also adds a unique feature to the game, trading currencies. Like stocks, you could buy a lot of one, then hope that it becomes worth more and sell out. Its a more dynamic currency system. My main argument about a universal currency is that its been done before. MANY TIMES. Its boring. Something dynamic and unique would be really cool.

I say 3 or 5 pre-set currencies, and they can be made with an incredibly expensive machine, but must be backed up to a degree. Say I have a currency machine, 20 diamonds, and I want to make some K'li. I can put in 5 diamonds and get, say, 50 K'lii, but that would make the average value of a K'lii go down. There would be a limit to how many you can make from one item, say 10 currency per 1 diamond, and then the common currency at the start could become undervalued and inflated, where an average ship costs around 500,000 of the common currency, and 50,000 of a less common currency, or, they could all be used equally, making an interesting and dynamic economic system where certain planets and traders will accept either everything or nothing, and might give rise to situations such as, "Credits? Credits are no good out here. I need something more real."
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PostSubject: Re: Currency System   Wed Apr 04, 2012 9:35 pm

ACH0225 wrote:
"Credits? Credits are no good out here. I need something more real."
<draws lightsaber>
"You were saying?"

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PostSubject: Re: Currency System   Wed Apr 04, 2012 10:03 pm

Last_Jedi_Standing wrote:
ACH0225 wrote:
"Credits? Credits are no good out here. I need something more real."
<draws lightsaber>
"You were saying?"

*Sends out a robot that Force Chokes you*

You were saying?
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PostSubject: Re: Currency System   Wed Apr 04, 2012 10:11 pm

GLaDOS wrote:
Last_Jedi_Standing wrote:
ACH0225 wrote:
"Credits? Credits are no good out here. I need something more real."
<draws lightsaber>
"You were saying?"

*Sends out a robot that Force Chokes you*

You were saying?

*notices none of these things can ever exist*

what were we saying? o-O
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PostSubject: Re: Currency System   Wed Apr 04, 2012 10:12 pm

*Notices that K'lii are good out here*


Here you go!
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PostSubject: Re: Currency System   Wed Apr 04, 2012 10:18 pm

*eats a pie with said klii*
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PostSubject: Re: Currency System   Wed Apr 04, 2012 10:21 pm

CoalMiningAlchemist wrote:
*eats a pie with said klii*

K'lii. Not klii. K'lii.
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