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Server time: 2017-08-22, 20:52

George Breit

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About George Breit

  • Birthday 06/22/98
  1. Possible in-game currency idea

    Hi Everyone, I've had this in mind for a while now on how ammunition is the most valuable item in game and how it could be traded for other items weapons etc... I haven't personally seen anything like this suggested. So I ran some very basic figures just as an example for this thread ill go into detail on how all the aspects will effect the final value of each round/box. Type Amount in box Rarity Gun Quality Gun Rarity AVG Value of Box .22 R 50 25 25 58.33333333 1.73 .380 R 35 25 25 33.33333333 1.90 9mm 25 25 50 60 4.32 3.57 R 20 50 25 62.5 5.50 .45ACP 25 75 50 81.25 6.60 7.62x39mm 20 50 100 43.75 7.75 5.45mm 20 25 100 75 8.00 12G Buck 10 25 25 50 8.00 7.62x54mmR 20 50 75 87.5 8.50 5.56mm 20 75 100 66.66666667 9.67 SP-6 R 20 75 75 100 10.00 .308 W 20 75 100 81.25 10.25 So above in the table is just a very basic and crude way of doing it. A value could be assigned to each box/round based on the rarity of the round, the quality of the gun and the rarity of the gun. Here is what I believe should all be taken into account for a full 'ammo economy' to work. The calculation will be based on: Rarity of the Round Common - uncommon - rare - very rare Each level assigned a value such as 25 - 50 -75 -100 Weapons which us the ammo This is a little more complex the above calculation in the table was done purely by eye and my own personal preference. Doing it properly would take into consideration Fire Rate - Dexterity - absorbency - damage - customisation All of those figures would be calculated to get a 'gun rating' for each gun and an average then taken to get a score for that type of ammo. Gun Rarity Common - uncommon - rare - very rare Each level assigned a value such as 25 - 50 -75 -100 An average would then be taken. *Alternatively you could factor gun rarity into the gun rating and have an overall score for each weapon. An average of those scores would then be taken for an overall score for the type of ammunition. Once you work that out a value for a box and per round could be taken using a carefully designed volume to create denomination and bingo you have a currency. Yes i understand this would be a big ask to implement but there are a lot of upsides to it especially from a role play perspective. I could run through a list but i'm sure you've all got your ideas. To get the currency to function you would have to set certain values to items. Weapons would most likely be the best to use as a core and all other items and be bartered for. Once the system took hold the trade communities and groups would start to form and barter and an economy would start. Personally I have this thought of two guys bare knuckle boxing over a backpack of ammo... Any thoughts thoughts and suggestions, would like to hear what everybody thinks! Cheers