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CrummySaint
Posts: 1,133
Registered: ‎12-22-2008

Vehicles and assets priced according to supply and demand

Just like what it says.

Instead of imposing limits or an arbitrary fixed price in the hope that you'll stumble upon balance, why not let the price of vehicles and turrets rise with the number in use and allow the market to find the balance for you.

For instance: For each Hawk or Ox in play the cost goes up by x amount or for every two turrets the price goes up. Every time one is destroyed the price re-adjusts.

Games are human input based, tune them based on human input.
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PlayStation MVP
PLYMCO_PILGRIM
Posts: 39,267
Registered: ‎12-21-2007

Re: Vehicles and assets priced according to supply and demand

CrummySaint wrote:

Just like what it says.

Instead of imposing limits or an arbitrary fixed price in the hope that you'll stumble upon balance, why not let the price of vehicles and turrets rise with the number in use and allow the market to find the balance for you.

For instance: For each Hawk or Ox in play the cost goes up by x amount or for every two turrets the price goes up. Every time one is destroyed the price re-adjusts.

I'm glad you made a thread about your idea from that other thread.

I do like the general idea but am nervous about totally supporting it without seeing how it would actually play out yet.


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Grease Monkey
Gorbad-DS
Posts: 384
Registered: ‎05-13-2012

Re: Vehicles and assets priced according to supply and demand

I suggested this as well. In addition, there could be a longer delay for eahc vehicle that is made too.

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Lombax Warrior
wSTRYKERw
Posts: 252
Registered: ‎03-15-2011

Re: Vehicles and assets priced according to supply and demand

interesting, I also wouild like to see how this plays out.

Additionally, here is a shameless plug for a thread  I created discussing vehicle cost and timers

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I Only Post Everything
Grintoth
Posts: 1,243
Registered: ‎12-29-2007

Re: Vehicles and assets priced according to supply and demand

CrummySaint wrote:

Just like what it says.

Instead of imposing limits or an arbitrary fixed price in the hope that you'll stumble upon balance, why not let the price of vehicles and turrets rise with the number in use and allow the market to find the balance for you.

For instance: For each Hawk or Ox in play the cost goes up by x amount or for every two turrets the price goes up. Every time one is destroyed the price re-adjusts.

YES. Absolutely. Maybe as its own game mode, perhaps, because I'm not sure how long it would remain balanced. But yes, that would be amazing. Hawk pads could cost 3 from the start, increasing as the round progresses and more hawk pads are built. I think having a consistent ratio of price-to-structures-built just might work. The only places I could see this getting out of hand is with walls. 1 is an appropriate price that should never change.

The only thing is, this would require a lot of balancing and testing. It could work, but I can see how it would be tricky to figure out what price sturctures should start at and what rate they should increase at.

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Lombax Warrior
wSTRYKERw
Posts: 252
Registered: ‎03-15-2011

Re: Vehicles and assets priced according to supply and demand

Grintoth wrote:

CrummySaint wrote:

Just like what it says.

Instead of imposing limits or an arbitrary fixed price in the hope that you'll stumble upon balance, why not let the price of vehicles and turrets rise with the number in use and allow the market to find the balance for you.

For instance: For each Hawk or Ox in play the cost goes up by x amount or for every two turrets the price goes up. Every time one is destroyed the price re-adjusts.

YES. Absolutely. Maybe as its own game mode, perhaps, because I'm not sure how long it would remain balanced. But yes, that would be amazing. Hawk pads could cost 3 from the start, increasing as the round progresses and more hawk pads are built. I think having a consistent ratio of price-to-structures-built just might work. The only places I could see this getting out of hand is with walls. 1 is an appropriate price that should never change.

The only thing is, this would require a lot of balancing and testing. It could work, but I can see how it would be tricky to figure out what price sturctures should start at and what rate they should increase at.

Keep in mind that they could easily say that the increase takes effect after 5 walls are built or after 2 supply depots are built etc.  It does not have to increase after 1.  Again maybe every 3 turrets built there is an increase...

.

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Grintoth
Posts: 1,243
Registered: ‎12-29-2007

Re: Vehicles and assets priced according to supply and demand

wSTRYKERw wrote:

Grintoth wrote:

CrummySaint wrote:

Just like what it says.

Instead of imposing limits or an arbitrary fixed price in the hope that you'll stumble upon balance, why not let the price of vehicles and turrets rise with the number in use and allow the market to find the balance for you.

For instance: For each Hawk or Ox in play the cost goes up by x amount or for every two turrets the price goes up. Every time one is destroyed the price re-adjusts.

YES. Absolutely. Maybe as its own game mode, perhaps, because I'm not sure how long it would remain balanced. But yes, that would be amazing. Hawk pads could cost 3 from the start, increasing as the round progresses and more hawk pads are built. I think having a consistent ratio of price-to-structures-built just might work. The only places I could see this getting out of hand is with walls. 1 is an appropriate price that should never change.

The only thing is, this would require a lot of balancing and testing. It could work, but I can see how it would be tricky to figure out what price sturctures should start at and what rate they should increase at.

Keep in mind that they could easily say that the increase takes effect after 5 walls are built or after 2 supply depots are built etc.  It does not have to increase after 1.  Again maybe every 3 turrets built there is an increase...

.

Right, I get that. They would definitely have to make it so you'd need to build a dumpload of walls for them to ever cost 4 or 5 rift. I mean, each team is still restricted to 32 structures, so it couldn't take too many for the price of each sturcture to increase. Maybe depots go up from 6 to 8 after two have been built, then each one after that increases by one rift. It would be a lot of balancing for LBI.

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I Only Post Everything
CrummySaint
Posts: 1,133
Registered: ‎12-22-2008

Re: Vehicles and assets priced according to supply and demand

I think this could work quite welll, since you wouldn't not be able to build as many hawks as you wanted, they would eventually just cost 12 rift...

Was that a grammaically correct double negative? huh...

Anyway, maybe adding beacons would drop the cost some, too. That way it would encourage expansion.

Games are human input based, tune them based on human input.
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I Only Post Everything
CrummySaint
Posts: 1,133
Registered: ‎12-22-2008

Re: Vehicles and assets priced according to supply and demand

I still think this is a good idea, so I'm bumping it.

Also, your mom, I'm bumping her, too. All of your moms.

Games are human input based, tune them based on human input.
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Survivor
ArabrockermanX
Posts: 2,937
Registered: ‎04-26-2009

Re: Vehicles and assets priced according to supply and demand

I hope LBI reads and does this... I know it will take a little work and will have to come with one of the bigger patches but it would change the game in a positive way.

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