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  1. #1

    Post Selling resources/ore/oil/tiberium/crystals for a volatile & changing market price

    Subject:
    [Selling resources/ore/oil/tiberium/crystals for a volatile & changing market price]

    Description:
    [I think that the price/value of a unit of the resources e.g. a barrel of oil or a crate of ore/tiberium/crystal shouldn't be standard and always the same. This price should be depending on a marketprice which can go up and down like the oil price on the stock market in real world. So if there is a big demand on the marketplace for ore/resources than the price is high / going up if there is too much ore/resources available to the marketplace the price is low/drops.
    So you could add a small graph of the marketprice to the game and always when you are about to click the button to sell a certain amount of ore/resources it the button will show you the total amount of credits you will get at that moment. You could also add a automatic selling point that you want to sell an amount of ore when that price will come up. Of course you opponent/enemy will use the same market(place) an the price will drop immediatly because the market is full. I think it still has to be tested in which total or percentage amount the price should be able to change from the average price. +30%/-30% or even +50%/-50% ]

    Positive Effect:
    [Harvesting resources still will be important to gain credits to build everything, but gaining/collecting more resources than your enemy will not lead automatically to more credits (than your opponent) which many times also leads to big advantage towards victory.
    Instead of collecting much resources by many harvesters(I use 3-5 at least) and ore refineries(I use 3) its also possible to collect less resources with less harvesters(1-2) but selling the at a good / higher price than your enemy did.
    1-This way also a rush on resources is less effective.
    2 -Also a rush on your enemy's harvesters (=taking down the harvesters of your enemy) will be less effective because you still can have some resources in your depot(s) which he can sell for more credits that your enemy.
    3- Using an engineer which occupies your enemy's depots and can steal an amount of resources(NOT credits)once or a percentage of the sold credits (until he is found (inthe building) & killed by an engineer of your enemy) could add more gameplay.]
    4- In multiplayer you could have an option to trigger a standard price of resources or a changing marketprice.
    5- This kind of developing marketprice of the ore/resources would also have effect on how fast everything could be build and could slow down many 'rushes' and add time for the real base builders who like to turtle up (a little bit) before waging war because he will get very less amount of credits at the beginning and also when he sells too much in a short period which will slow down his productions of small price units that are mostly used for a rush in a game.
    (I personally hate it when a tank or even buggy rush destroys my well planned & placed base within a few minutes. If this is so possible why the having defense buildings walls etc. and other advanced units & abilities in the game if I can't even use them because I am slaughtered by a 12 year old kid which like to rush with very simple units and don't have to think then a liitle bit more strategic if he would have allowed me to setup my base. Like in chess. The Queen and all the others are not moved at the very beginning.)

    Negative Effect:
    [
    1-I admit that this will add another level/dimension to the game which is not combat but again some (micro)management which could need some more attention and distract you from the classic battlefield.
    But you could implement this game-feature very simple with a graph bar an a sell button and even adding an option for an 'always sell price' setting.
    2- There is a (very) small risc that this feature would have a to big sideeffect on the combat / battlefield or even the outcome of a game by a player that uses his economic power an cleverness on selling resources and so making the other player impossible to gain ground financially and so not to allow him to build his army.
    3- I must admit I am not sure what the negative (side)effects would be. If somebody knows a good one and also how maybe to solve it / take it awya i would be happy.]

    Media:
    I don't have any additional media at the moment for it.

    Forgive me my bad english and any typo's.

  2. #2
    Master Sergeant
    Join Date
    Jun 2011
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    It would make the game more harder to play and take a out of the fun out of the game. The only good thing that I can think of is a market crash in the game could stop both player from getting any more money for some time.

  3. #3
    Lieutenant Colonel Golan2781's Avatar
    Join Date
    Feb 2011
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    2,273
    If anyone who finds the stock market fun would please raise their hand...

    If you are having a problem with rushes, suggest an actual game mechanic against it. This will not work the way you envision it and instead allow for much more frustrating situations. In fact, a player controlling more resources would have MORE of an advantage in this system, as he has enough resources to send the market crashing.

  4. #4
    Lieutenant Colonel GeneralSGJist's Avatar
    Join Date
    Feb 2011
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    I unfortunately have to agree with both of the people above.

    Introducing a true market economy is vast and needs significant investment, the mechanic would need to be worth the trouble, take a look at Eve Online, its been said all it is, is an economy with eye candy. I can’t personally confirm that, but that is beside the point.

    I would suggest you focus this idea to something as simple as possible, it can be done, in fact a mod I manage will be implementing a type of “market economy” mechanic for one of its factions.

    If you think about it, I’m sure you can find something in economics that you could translate into a game mechanic, whether it should be implemented is something we will discuss when it arrives.

    Oh, and usually Pros and Cons need to be shorter and general statements, not specific extensions of the idea or further explanation of the concept or your own personal opinion/ experiences. I'd recommend putting that in or before the description, so we know why your suggesting the idea ahead of time.
    Last edited by GeneralSGJist; 07-16-2012 at 08:08 PM.

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Victory Games is Electronic Arts' dedicated Strategy Gaming studio. Formed in 2010 under the leadership of Jon Van Caneghem, Victory Games has offices in Los Angeles, CA; Austin, TX; and Shanghai, China and is currently focused on the Command & Conquer franchise.