Brainfarts

Day 1,892, 03:10 Published in Ireland Ireland by Releasethe Krakken

Fitoeleven got me thinking a bit. Anyway he mentions some ways to fix the economic module.

Yes Q1 weapons is as out of fashion as saying Not after a sentence to confuse people. For example Paddy is a great guy. NOT! First popularized in Bill and Ted's Excellent Adventure or was it wayne's world.

http://www.youtube.com/watch?v=5M6dYiIbRKM

Anyway first of introduce an economic trader which would be part of the program. So I am a producer of Q1 weapons but cant sell my 10000 production I make in a day due to nobody fights with them weapons anymore or NFWTWA for short. Plato he of infinite wisdom and of online programming skill makes a trade rate say 10 Q1 weapons for 1 Q7 weapon lets call it Constant VARIABLE:TRATEQ7WTOQ1 . Now plato has 2 things he has a constant variable that he can adjust to fine tune this feature and secondly he has a element that makes his game more flexible not so focused on 1 item production the whole time. By tieing everything together maybe lesser weps will show a revival. Also this trade can be made between any item in the game. You cannot trade for money though so the player must go back to the market to sell.

Second thing is stamp out the buying of votes for an article. Next bring in a price gained by each vote say 1 IEP per vote. So on a good article one can make say 50 IEP about which is ok. This will most definitely be less than paying for 1000 votes so ending the buying of votes. Get rid of that medals.