Though Coobico works with a fixed, non-dynamic economic model during its alpha-stage, it is planned to switch to a more dynamic economy later, which should prove to be more vivid and interesting for everybody. Besides harvesting building-materials themselves, settlers will be able to buy and sell resources at any merchant-store, with prices rising and falling with the current demand at that individual merchant. Players can even earn a few bucks by buying low, transporting goods to another settlement and selling higher there.
The main entry-points for wealth on Qubus’ Island will obviously be the time people will be spending on harvesting or picking up loot from the occasional critters and monsters. The sink of the economy (the point where wealth leaves the system again) will commonly be building-activities and events; from time to time a village might be struck with a fire, devouring its warehouses, or resources are snapped up by a travelling NSC-trader, for example.
Femur: 14.05.2008, 10:24 PM
Lutz.W: 16.05.2008, 01:22 AM
Hi Femur, good questions. I’m going to follow up with few explanations in a separate posting. Cheers…
So, will events occur solely at the whim of players or will they also be random? If players are in full control of events (namely negative ones), is there going to be any protection against griefers? If they also occur randomly, will there be any type of maintenance buildings settlers can build to prevent them from happening?
And speaking of alpha...any word on when Coobico will move into beta?