Home » BIT COMPOSER GAMES » JA:BiA Modding » Ideas on balancing the economy?
Ideas on balancing the economy?[message #311759]
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Sat, 03 November 2012 20:02
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yupper |
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Messages:44
Registered:October 2012 |
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I use the 'Drop All Loot' mod (DAL), because I think it's completely unrealistic that enemies only drop their guns only 30% of the time. The problem is that it completely imbalances the horribly broken economy, even though I've edited the mod so that armour and clothing will not automatically drop. In spite of that, I am half way through the game and already have more than over one million dollars, and stuff just keep accumulating because even though I've doubled, tripled, and even quadrupled tradermoney value, at some point they still run out of money to buy all my junk. I am trying to figure out a way to 'balance' the economy with the limited modding options we have.
1) I commented out all equipment drops in the DAL mod except for weapons, so I have to buy armour.
2) I am spending money to buy stuff to gear my useless militia.
3) I edited the sectors so only those with airports, harbour, the gas station, mines, and San Mona will generate daily income (I am thinking of reducing the income value for these sectors).
The problems that persist:
- loot and junk accumulates, and I can't destroy anything (1.13g). This is the big one for me.
- selling items to traders generate a few issues. The first is that it is counted in the 'desired item count', so if you sell a bunch of damaged spectre vests to a trader that normally spawn them, the trader will stop spawning new spectre vests, and they never refresh their inventory so items just accumulate there as well.
- we can't edit the vendor buying markup price to reduce the price of items we sell to them.
- 2 patrols are sent out from Meduna each day, and they are completely useless other than to add more junk that you already have problem liquidating. I wish we could edit the numbers and frequency of these patrols, but we can't (it's also utterly stupid that patrols become tougher and drop better equipments as more time passes and you 'liberate' more sectors. If anything, it should realistically be the other way around.....but anyways).
Any ideas? I think I am going to reduce the number of times you can use a medkit, tool kit, and such items so I'll burn through them faster, maybe make grenades 'one use' like C4 charges. Anything else that we can modify that will affect the economy and the waste problem?
[Updated on: Sat, 03 November 2012 20:20] by Moderator Report message to a moderator
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Corporal
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