bd on Fri, 15 Dec 2006 09:05:35 -0700 (MST)


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Re: [s-d] It Lives! or, a modern subgame (Draft)


shadowfirebird@xxxxxxxxx wrote:
>> 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.

Perhaps make players need to reverse the "wire money abroad" to actually 
introduce gold. That'll ensure all gold is backed by points.
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