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I don't like it. But hey, you're the boss.
Games that are point based usually do better because it is more of a compet*tion. You can't attack someones points away...
I think you should re-think this part over.
You can't attack someone's banked cash away either.
I don't see what the difference is.
If you say so...
I don't like it. But hey, you're the boss.
Games that are point based usually do better because it is more of a compet*tion. You can't attack someones points away...
I think you should re-think this part over.
You can't attack someone's banked cash away either.
I don't see what the difference is.
If you say so...
Explain again, in more detail, why you are so adamant that you're right and I'm wrong
Btw, I plan to change Cash($) into something more interesting - it's still money though, so it won't fix your perceived issue. I just think it would be nice to have a strange alien symbol instead of a $.
Makes it more futuristic.
Yea that's cool .
Alright, you listening? Good. Games that use points as a foundation to keep the game running generally do well. This would be because they put points to a good use exam.: Use points for upgrading items. (sept in this case, (unlike our own) the upgrades are REALLY good). Or people buy better equips using points, which encourages the players to trade by meens of points rather than cash. Cash on the otherhand can be used for upgrades as we had before. (exam.: Nukes max. 3 bonus: +X attack).
I just can't imagine a game that based on cash rather than a rarer, perchasable points. All you'd have to do is fix up the "economy" and set a base value to points.
Yea that's cool .
Alright, you listening? Good. Games that use points as a foundation to keep the game running generally do well. This would be because they put points to a good use exam.: Use points for upgrading items. (sept in this case, (unlike our own) the upgrades are REALLY good). Or people buy better equips using points, which encourages the players to trade by meens of points rather than cash. Cash on the otherhand can be used for upgrades as we had before. (exam.: Nukes max. 3 bonus: +X attack).
I just can't imagine a game that based on cash rather than a rarer, perchasable points. All you'd have to do is fix up the "economy" and set a base value to points.
What are you talking about! Item Upgrades give you +10% on all stats! That's a lot when you consider it can be done on every item slot
I do not want the items to be overpowered. Of course, I should really use the trick other games normally use and make it less powerful by default. That way, I could make it 20% better through item upgrades.
If the games revolves around points, I might as well remove money altogether.
That is the the issue we are fluttering around.
Other games have stepped over this line, such as - recently - Outwar, which as no cash currency.
Everything you do requires you to use points which is now the sole currency.
If this is the case, it means trouble.
I actually WANT to remove points, and cash, and replace it with a single futuristic currency.
I've been thinking about it for a LONG time.
But, there are things that need to be addressed first, so as HOW you would gain that currency in-game. If it is for upgrading your character too(which is what points is best for, since it is a much more stable currency), you would have to think about removing income per hour, and stealing it from npcs.
The whole point of points is because cash(which can be gained through income and attacking) is too volatile and you can save up lots.
With points, I know exactly how they are entering the game - real money, objectives, etc.
I don't know, I wish you'd start discussing this more because I really want to do away with what I see as the inexplicable usage of dual currencies.
Unless, of course, if you regard Points as an Exchange Currency, which is what it is.
http://en.wikipedia.org/wiki/Fictional_currency
Basically the longer you leave points/cash in the open would mean the longer you run the risk of being attacked and losing a chunk of tradefodder.