Mon 30 Oct 2006
Saavisu
Posted by Aaron Matthew under game mechanics, economics, politics
No Comments
Added some code for Proposals and Votes and for the Trade system. Also loosely added the concept of a ’service’ for the trade window. Haven’t thought up all the specifics regarding Context generation and all, but basically a service would work similar to WoW’s enchanting in trades. Only the target is typically the other player, possibly an item of theirs, and possibly an auxillary point of information. Services could be anything from buff enchants to armor repairs to transportation to item crafting. Some services are ‘hard binding’… basically you place them up there with a target/context, and if both parties hit accept the service is automatically triggered, assuring that the servicing party makes good on their deal. Soft binding services are ones where the player has to do something manually, typically over time. Soft bindings create ‘contracts’ (viewable on a contracts tab of inventory, have no mass), which detail the contract. Possible types of contract:
- Employ - Effect transfers money per time unit from servicee to servicer, useful for things like guide me to here, taxi service, henchmen.
- Split - Half now, half on completion. Useful for fetching quests, mob deals, etc.
- Contract - Pay full on completion. Typically requires trust or power inbalance between parties
These would be tabs/radio buttons for trades in addition to normal ‘trade’. They would still likely include a servicee trade for each ‘payment’ (Employ gives this much per X, gold, arrows, whatever; Split would have two panes for now and later). Both parties would gain a contract on acceptance of the contract.
On opening of a concurrent contract, there will be possibly option buttons: “Conclude” and “Break”. Conclude would be an option for the servicee to say that they rendered the service and to finish payment or that they’re done paying the person via Employ. Break would be an option for both parties, typically when unhappy with the contract. Payment is not rendered on a break. The initiator of the break however gets an +1 to their ‘broken contracts’ which is visible to all as a percentage of honoured/broken and as totals.
Through a little careful flexible coding, I think services, proposals, and deeds (debts, land ownership, etc) can make a healthy political/economic game.
