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Advanced property
#1
The properties now have their own, um, "properties", like: supplies, products, warehouse size, inventory, profit, market value etc. each property (owned or not owned) needs supplies to keep operating. while it's operating, it generates profit in a profit pool and player can go and pick it up. The supplies can be bought with a price and sold with another, so traders can make profit out of trading. Different vehicles have different amount of cargo space, and goods have their own size.

This is just a general idea, I'll post the details later. I have been scripting it with samp, and 50% through. It's a simple script, only needs a slow timer (a couple of minutes per trigger), it just has a complicated data structure and command tree. With database it can be easier to implement.
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#2
for the lazy ones

[tt][19:24:40] <Hyper> an economy system
[19:24:42] <Hyper> well
[19:24:45] <Hyper> half-economy
[19:24:56] <Hyper> it omits certain aspects like marketing
[19:25:04] <Hyper> but focuses on supply and transport
[19:25:11] <tomozj> nice
[19:25:23] <Hyper> u buy products from some properties
[19:25:27] <tomozj> that's really good :D
[19:25:28] <Hyper> and sell them to another
[19:25:36] <Hyper> and make money from trading
[19:26:01] <Hyper> and whether your property generates profit for u, it depends on whether the supply of goods is adequate
[19:26:11] <tomozj> nice
[19:26:21] <Hyper> and the property's buying price depends on the marketvalue
[19:26:35] <Hyper> which will change based on the activity[/tt]
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