shadowfirebird on Fri, 15 Dec 2006 09:02:27 -0700 (MST) |
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Re: [s-d] It Lives! or, a modern subgame (Draft) |
> that's why i reserved veto power for the implementator, that way if > something incredibly hard to code passes, you can just refuse to > implement it. I like that. > player a and player b join the game > player a digs the graveyard and puts whatever part comes out on sale for > 100g > player b buys the part and quits, player a has 200g > player b joins, digs a part and sells it for 200g > player a buys it and quits, player b has 300g > ... > player a has a zillion gold > e wires it abroad for a million points and wins the game Is the problem the market, then? Or is it that you give each player 100g when ey starts? Put it another way: the problem is: where does all the gold come from? One solution: put a finite amout of gold in the game; give it to the Market. Starting players get nothing. Have the market buy parts at a fixed fee according to rarity and sell them at a markup. Then allow players to swap gold and parts as they wish, arrange their own trades. _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss