Forums » Suggestions

Nation Moneys

Oct 27, 2005 Person link
I checked the "please read prior to posting suggestions thread, and I didn't find anything remotely like it, so here goes:

1) Each nation has a seperate monetary unit.

2) Until the advanced economy is added, all nations respect their own nation's money more than others, ei to convert Itani money into UIT money, you have to take it to some central UIT bank or something, and have it changed into half its amount in UIT credits. If you wanted to convert it back to Itani credits, you would go to and Itani bank, and again get half of your credits get converted to Itani credts.

3) The Itani and Serco cannot directly convert credits, so they must first convert them to UIT credits, and then to the opposing nation's. This would
a) make a 1/4 exchange ratio when switching credits between the 2 warring nations
b) enhance the "yes there is a war" element
c) force people to take sides

4) This is up for debate. What stations/factions should accept which kinds of credits at what % of their real value? Example: Obviously, Serco stations won't accept Itani money, and maybe only UIT money at 50% its normal value.

-Calder

Discuss!
Oct 27, 2005 who? me? link
corvus money could be accepted at all grey space stations and no where else!
Oct 27, 2005 Person link
Yeah whome, great idea! PIRATE MONEY!

/me likes it
Oct 27, 2005 Dark Knight link
[APPROVED]
Oct 27, 2005 LostCommander link
I suppose you are not a student of economics. This is a horrible idea. I agree that it might be interesting, but without the full economy in place and with such a small player base, it would simply senselessly choke off economic activity outside of one's own nation. At 50% value, other nations' goods suddenly become twice as expensive - rediculous, ESPECIALLY after prices increase. Also, if the currencies existed with the full economy, it is very likely that players would simply exchange credit types at 1:1 unless a single faction was a unique seller of a VERY popular item.
Oct 27, 2005 Borb II link
It would make trade boom, as you could buy food for 16c at a Serco station using Serco money, and then sell it to the UIT at 18c and not only make a profit but also get your money exchanged with out losing it.
Oct 27, 2005 Person link
@LostCommander:

1) It doesn't have to be 50%. I was just throwing around numbers.

2) It's not that you can ONLY earn money of the nation you belong to, what kind of money you earn is dependent on the station/faction you are getting paid by.

3) I am not in favor of price increases, and this could quite effectively nullify the need for them.

4) Anything that adds more player interaction is a GOOD thing. Think about it. People gipping people, the gipped person gathering a guild to make the other person repay, this starting a larger guild war etc etc ect. It would also add a purpose to player run banks and the like.

I just started this thread as it came into my head, but I'm really warming up to the idea now.

/me prays the devs will notice this thread :D
Oct 28, 2005 kihjin link
I like the idea. Definitely worth considering.

However, keep in mind the fact that Itani and Serco (UIT too) were all one group at one point. At this point, one could assume they maintained a single monetary unit.

As thousands of years has passed, it seems reasonable that each independent nation would have slowly developed an independent monetary unit.

Nations at war typically (meaning, never) engage in free trade. It would seem more plausible that they would avoid any sort of economic interaction. Either that, or high import tariffs.

Trade routes from Secro <-> Itani should be non-existant. However, there could be a transitive relation, using the UIT as a branching party. The UIT wouldn't tell its clients who was on the other end, though ;)
Oct 28, 2005 jexkerome link
I like this idea too, but it should really wait until the economic revamp.
Oct 28, 2005 Beolach link
Yes please!

Quick note that just because it's not in "PLEASE READ" doesn't mean it's new... behold the power of searching (and different keywords would find more):
http://www.vendetta-online.com/x/msgboard/search?q=%2Bnation+%2Bcurrency
http://www.vendetta-online.com/x/msgboard/3/7609
Oct 28, 2005 exDragon link
This idea builds apond something mentioned earlier. Why don't we have the statues of each individual economy be the baseline for how money converts( like its done in the real world ). If we are exchaging UIT and Itani. If UIT economy is great at the time of the conversion but Itani econony is crap for some reason.

Lets say Itani econony is 80% of the value of UIT. 100 Itani credicts world convert to 80 UIT credicts and 100 UIT credicts converts to 125 Itani credicts.

Also credict exchange between Serco and Itani would be aloud but there will be a penalty.

Lets say the Penalty is 5%. The Serco economy is 90% of the value of the Itani. The converting equation would look like this for exchanging 100 Itani credicts to Serco credicts.

100 * 10/9* .95= 105. The money collected through the penalty will be used to boost the Serco economy. The will be no penalty when going between the UIT. This gives players the option of quickly exchanging money between Serco and Itani at a cost or going the UIT with no penalty cost. This will also let player make or loose money exchanging it at different times( like the stock market)
Oct 28, 2005 LostCommander link
Hmm, good notes people... I must perhaps rethink this. I wonder how hard it would be to code.

Also, BtW, prices WILL increase once the full economy exists for 1 primary reason: the TIME requirement to make complicated/processed things by players will likely be worth something to them. However, this really should not impact whether or not different currencies are or are not a good/bad idea.
Oct 28, 2005 fooz2916 link
While this makes the game a wee bit more realistic, it'll mostly just be a nuisance. LostCommander has already pointed out that players can just exchange differnet credits. The inflation idea would probably make it worth it, but that sounds near-impossible to code.

So overall, /me disapproves
Oct 28, 2005 Person link
@ExDragon
While I had eventually envisioned economy-linked conversion rates, this is a VERY long-term goal as it would just take too long to code.
Maybe 50% is a little too much money loss, but 50=80% sounds about right. I say 80% at maximum:
1) to impose a penalty on credit exchanges through nation banks
2) to keep people from getting REALLY rich exchanging credits, and then waiting for the economy to rise. And back and forth and back and forth and so-on and so-forth
3) so that we don't have a "this nation has more players, hence a better economy, hence an über exchange rate" situation

-Calder

@fooz
How will it be a nuiscance? And as for the coding of it, variable economy-based exchange rates are WAY in the future, if they are in the future at all. Making one constant exchange rate throughout wouldn't be THAT hard. I'm thinking 1-2 weeks of work from the devs, once all the stuff they're working on right now is finished.