Benutzer:Amogorkon/PiLife/Economy

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Short summary of all relevant factors for a PiLife-economy:

  • Items and money is owned by accounts, players assign them to their avatar-"puppets" in a designated way.
  • ...


Proposed System

Money

The total of money is limitted and only can be modified by explicit decision. The "world"-account acts as reserve, while the system uses the player money for banking purposes. This means that money on offline accounts can be loaned to other participants of the economy. Players start with a certain amount plus they are given a monthly amount analogous to the idea of a base income.

Money can be used in the same way as in RL, to pay for services, items etc.

Virtual money also can be used as means to indicate which features or bugfixes should have priority, and as recognition for the one who works on it. Other possible values to pay for with v-money include contributing content on-demand like texts, sounds, images, effects, animations etc.

Karma

Karma is used as indicator of the standing within the society. In some cases, karma can be used to restrict what can be done (or bought) within the platform.

Crafting

In PiLife crafting is more than finding secret patterns and combining items in predefined ways. Only elementary objects are generated by the system, everything else needs to be combined manually. All items are individually generated, with different properties. Additional functionality like effects, magical features, transcending (connecting with RL stuff via IP) features need to be attached to elementary objects. An elementary object can't be overloaded with special features, so there's only the main set of qualities and one special feature that may be added.

More complex objects are created by combining elementary objects. All Objects are categorized, defining the new mesh and min/max qualities, also the minimum requirements to make it. A crafter has not only to bring the required objects together but also has to determine which new qualities the new object will have, using the qualities of the basic objects as input.

Qualities

Every entity has distinguishing features, which determine it's use.

  • category
  • volume, gross
  • volume, net
  • volume, tare
  • weight, gross
  • weight, net
  • weight, tare
  • mana acceptance (how much mana it can be charged with)
  • containing (list of entities that are enveloped)
  • quality

Using the system

If you want to make a ring, you need at least 0.1 kg of some material, which will determine the category of the resulting ring. You can buy some gold from some NPC and make a common ring. However, you also can go to someone who can either make the gold transcending (binding some RL object via IP) or cast a spell on it (thus giving some magical properties) or a metallurgist who can add a feature like "extra hard" or "lightweight" etc. Now features of the resulting ring will be determined by the base properties of the material, including the special quality.

Assuming the gold was made transcending and bound to a mobile device, the result is a golden ring which can be used to determine GPS position etc. If one wants to add features, one has to add another base resource. For instance a diamond which was given the mana-ability to teleport the user to a certain position. As mana-abilities need stored mana nearby, the ring would be useless in the hands of a magic-disabled player character. However, adding the magical diamond to the ring would not only change the category of the ring, but enable the user to use it as teleporter and to manipulate the mobile device in RL.

As these special features only can be added by players who were given the right to by community vote, crafting is a highly social thing with large impact on the community.

Piles and other collections

If each and every item was treated as unique, it would result in computing insanity for large quantities of small objects like grains of sand. For these cases, stacking containers need to be used. In cases like sand, only the volume and weight qualities need to be modified to represent the sand inside the collection. If a single grain needs to be examined, it should be generated on the fly and exist only until it's added back to a collection.