Difference between revisions of "Supply and Demand Dynamics"

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(Reference to script files)
 
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*Explain the actual trading system in a paragraph with reference to script files ?
 
*Explain the actual trading system in a paragraph with reference to script files ?
 
*Develop the idea of Supply and Demand Dynamics with example in other games ?
 
*Develop the idea of Supply and Demand Dynamics with example in other games ?
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*What users think about the actual system ?
  
  
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<blockquote>
 
<blockquote>
VS has '''galactic-level statistical simulation''' of trading goods. The system '''simulates, numerically''', the '''effect of AI ships moving stuff around'''. I've seen the code in VS, but I haven't seen the effect as clear as it should be (hence the balancing issue I've mentioned above).
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''VS has '''galactic-level statistical simulation''' of trading goods. The system '''simulates, numerically''', the '''effect of AI ships moving stuff around'''. I've seen the code in VS, but I haven't seen the effect as clear as it should be (hence the balancing issue I've mentioned above).
  
 
In any case, the system has the potential to behave like X3's or even better, with some love, since war zones will require supplies that will be ferried by AI in this numerical simulation, driving prices up and down.
 
In any case, the system has the potential to behave like X3's or even better, with some love, since war zones will require supplies that will be ferried by AI in this numerical simulation, driving prices up and down.
  
And winning or loosing wars. Since the simulation of the economy influences supplies and supplies influence the simulation of the wars raging across the galaxy, so shortage of some supplies might mean battles lost.
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And winning or loosing wars. Since the simulation of the economy influences supplies and supplies influence the simulation of the wars raging across the galaxy, so shortage of some supplies might mean battles lost.''
 
''Klauss.''</blockquote>
 
''Klauss.''</blockquote>
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 +
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== Reference to script files ==
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*" Trading.py "
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[http://spacetechs.free.fr/VEGASTRIKEDEV/DOC/python/html/namespacetrading.html Namespace]
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[http://spacetechs.free.fr/VEGASTRIKEDEV/DOC/python/html/classtrading_1_1trading.html class]
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[http://spacetechs.free.fr/VEGASTRIKEDEV/DOC/python/html/trading_8py_source.html Source]
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== Example in other games ? ==
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The same [http://forums.vega-strike.org/viewtopic.php?f=19&t=15871 thread] takes for reference the X3 economical system :
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<blockquote>
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''I'm also playing X3 reunion. This one's got a very sophisticated economy system, with AI traders moving stuff around, and prices changing depending on supply of products. There's also the concept of "consumption" where factories consume resources to manufacture products. (you buy and sell the products) Then you can build your own factories, etc a bunch of more advanced trading. As an economy, I'm not sure how much of it is truly dynamic since loose systems like this could easily spin out of control. There's also a bit of strangeness in how the demand/supply works, for ex: a factory's product's price varies depending on how much stock the factory has.. That's very strange business behavior.''
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kensuguro .</blockquote>

Latest revision as of 11:32, 19 February 2014

A part of Development:Economy#Current_Proposal

Todo :

  • Explain the actual trading system in a paragraph with reference to script files ?
  • Develop the idea of Supply and Demand Dynamics with example in other games ?
  • What users think about the actual system ?


Explain the actual trading system

A discussion in the forum could be a starting point : [1]

VS has galactic-level statistical simulation of trading goods. The system simulates, numerically, the effect of AI ships moving stuff around. I've seen the code in VS, but I haven't seen the effect as clear as it should be (hence the balancing issue I've mentioned above).

In any case, the system has the potential to behave like X3's or even better, with some love, since war zones will require supplies that will be ferried by AI in this numerical simulation, driving prices up and down.

And winning or loosing wars. Since the simulation of the economy influences supplies and supplies influence the simulation of the wars raging across the galaxy, so shortage of some supplies might mean battles lost.

Klauss.


Reference to script files

  • " Trading.py "
Namespace
class
Source

Example in other games ?

The same thread takes for reference the X3 economical system :

I'm also playing X3 reunion. This one's got a very sophisticated economy system, with AI traders moving stuff around, and prices changing depending on supply of products. There's also the concept of "consumption" where factories consume resources to manufacture products. (you buy and sell the products) Then you can build your own factories, etc a bunch of more advanced trading. As an economy, I'm not sure how much of it is truly dynamic since loose systems like this could easily spin out of control. There's also a bit of strangeness in how the demand/supply works, for ex: a factory's product's price varies depending on how much stock the factory has.. That's very strange business behavior.

kensuguro .