Closed guilemouse closed 3 years ago
Similar to charactersheet select, where it gives you couple of overviews, then you click two buttons, one to deposit, one to withdrawal. Buy/sell up to 3 crypto currencies, with counters displayed refreshed to current calculations of global bank.
This option will cast a similar dialog scape as Ferry Service
where it lists towns imo in proximity or maybe even GLOBAL where the resistance ranking is below 0, Only after donating a portion of the player's money, will they be able to restore back to neutral or maybe even +10 rating in the town.
Third option is just flavor text. (Maybe one day add missions to this??)
This is the formula I'm scheming up to use for the game now for crypto.
2021 Edit lmao i'm not crazy:
Each player has a potential bag of this ""crypto"" currency that caps at 1 (less than 1 GLOBALLY). And it's flat at bond per money of 100k to 0.0001 ""Crypto"", So when players trades into fiat money, they're selling this back to the bookies at a RNG number (100k to 1 billion equivalent to the amount of money you're willing to trade for, subtracting the random cosine function, fluctuating between, 2.5 and 0.5 (seen on graph).
Essentially the Crypto currency you withdrawal/trade for handheld useful fiat is diminished at the rate of 0.5 (double) or 2.5 (half ished). So you can technically still withdrawal more money due to you didn't sell enough (Crypto) to acquire back your "full" fiat money value. (Making holding this Crypto useful as a long game asset)
Theoretically, once all the players hold the currency, the buying will be obtained from a player's shares, of the player holding the majority of ""crypto"" and it will be bought at cost, aka 0.0002 is 200k, and the buyer is never spinning the RNG wheel, but the seller (aka top shareholder of crypto in this example) is always getting back fiat money via RNG.
Ps. All these monies are held in church banks intercontinentally connected and will withdrawal up to 2 mil for in game use.
That's my crypto theory pls critique if you like math.
Every SetVariable of money need to be checked because fnc_money
isn't qualifying for offline players. Aka fund transfer, safe deposits, etc
setVariable ["money
- Planned like this Replanned like this
- Planned like this Replanned like this
Something like this. Text for factions need more work. Donations are a little slow, but menu system seems to go way faster...
Perhaps it needs to be switched to a new display function.
https://community.bistudio.com/wiki/Arma_3:_User_Interface_Editor
seems useful to use haha.. Ctrl + Shift + S to export into grid format that Armazac seems to use.
Need to format right GUI to leave a little intro text, then move on to making the other two work.
Afterwards, it'll be me rewriting donation dialogue to not mimic ferries.
Right side is officially done and usable.
Note to self, when selling APX for TAD the APX does not seem to diminish and need to be looked at. ANd somehow the money capacity increases to 4 million instead of the 2 million. Need to be seen to as well.
Above is done and made pretty/working on a static variable that does not change much... It's handled with looping through Town variables as in abandoned and reputation averages.
Thinking about making a public variable so it's JIP friendly and sync'd as best as it can be across players and server to dictate this currency cap expanding and shrinking among many players modifying it instantly with buttons.
//Obtains the select 1 value from existing loop calculating town rep and abandoned averages, see blackboard for detail;
server setVariable ["OT_CryptoCap", 0.0000];
Not sure about relying on a global variable JIP and sync'd with all players as a tracker for currency. Will test but might break saves over real multiplayer.
Issue: Money becomes too big in denomination to use in local economy of import/exporting mass items, which in turn, lags the server quite a bit.
Propose: Condense either Millions (1,000,000) or hundred thousands (100,000) into a lower denomination that is supplied by a church NPC, the priest. They will hold your "bank" linked like warehouses. Each time a player exceeds (maybe?) 10 Million (10,000,000) then the money will automatically convert into this lower denomination of currency.