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 Something for the market when it comes out. 
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Joined: Sun Sep 19, 2010 6:52 am
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Have a NPC vender that sells the research points that we sell using research contract , it would make more sense.

Every time someone uses research contracts they still get the same amount right way , but the NPC vender adds the points to it's warehouse and they can be bought for 2-4 times what the contract give(I think it's 25K a point).

The use of research contracts and the higher cost should limit any multi abuse , and the cost will keep it from being to over used by low rank to make them overpowered.

Or just have a NPC vender that sells research at 2-4 times what the contract gives.

I wont lie , I got the idea from reading another bad idea.

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Sun Jan 01, 2012 7:36 am
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Joined: Mon Apr 25, 2011 2:37 am
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+1

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Sun Jan 01, 2012 7:38 am
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Joined: Thu Sep 15, 2011 2:31 am
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+1

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Sun Jan 01, 2012 8:24 am
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Joined: Fri Nov 26, 2010 10:38 pm
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+1 it'd be cool to see how much is sold :P

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Wed Jan 04, 2012 4:21 am
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Joined: Wed Nov 16, 2011 1:42 am
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+1

I suggested something similar a little while back
the cost i suggested to be like minerals tho you pay 20% tax when you bought the research so each point would sell for 25k
and be bought for 32.5k

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Wed Jan 04, 2012 4:33 am
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Joined: Tue Oct 25, 2011 3:25 am
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-1

From a players perspective it sounds like a great idea,
Thinking from a programmers perspective it sounds like a pain.

currently the game is set up to read a string value of input ( your research ) multiply that value by 25k and output your credit value.
Your asking Dan to create a record of all research converted in the game from every player and create a save state for it, so that other people can buy it back.

Personally I dont think that the "time to create ~ player use" ratio is worth it, sorry.

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Fri Jan 06, 2012 2:53 pm
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elerian wrote:
-1

From a players perspective it sounds like a great idea,
Thinking from a programmers perspective it sounds like a pain.

currently the game is set up to read a string value of input ( your research ) multiply that value by 25k and output your credit value.
Your asking Dan to create a record of all research converted in the game from every player and create a save state for it, so that other people can buy it back.

Personally I dont think that the "time to create ~ player use" ratio is worth it, sorry.


You didn't read all of it did you? There is the part about just having a NPC vender that sells research without the using the research contracts.

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Fri Jan 06, 2012 7:53 pm
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read it as one thought, yea the vender that just sells research might not be to bad, anyone of low level wont be able to take advantage of it, and even if they did at standard exchange rate of 25k per 1 point low levels wouldnt be able to do much with it anyway so im not sure what making it 2-4 times the standard rate would do.

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Fri Jan 06, 2012 11:06 pm
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If the lowbie in question has a very high-level friend, said friend could fund the research easily. Just pointing out that there is a potential for multi-abuse in this idea.

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Sat Jan 07, 2012 8:05 am
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first... let's just see what exactly Dan had in mind for the trade market before we start giving him minor features... some of the features might not even fit into his vision of it....

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Sat Jan 07, 2012 10:37 pm
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a limit of 50% of current used research could be put on this so that while funded one can grow twice as fast but not indefinitely instantly.

note that currently used research will also include the research purchsed this way, so for example if you had 1000 regular research, this is what happens:
used 1000, buy 500
used 1500, buy 250(to total 750)
used 1750, buy 125
used 1875, buy 62
used 1937, buy 31
etc etc, it should eventually end at used 1999

so it does effectively double the amount of research one can obtain at max (66% triples, 75% is 5x, 80% is 5x, pick ur poison)

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Sat Jan 07, 2012 10:47 pm
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Uy23e wrote:
a limit of 50% of current used research could be put on this so that while funded one can grow twice as fast but not indefinitely instantly.

note that currently used research will also include the research purchsed this way, so for example if you had 1000 regular research, this is what happens:
used 1000, buy 500
used 1500, buy 250(to total 750)
used 1750, buy 125
used 1875, buy 62
used 1937, buy 31
etc etc, it should eventually end at used 1999

so it does effectively double the amount of research one can obtain at max (66% triples, 75% is 5x, 80% is 5x, pick ur poison)

Doesn't matter what kind of limit you put on it, if you make rp purchaseable with a tradeable resource, ie cred, then it opens up the potential for multi abuse.

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And by the way it's not about making money, it's about taking money.
Destroying the status quo because the status is not quo.
The world is a mess and I just need to...
RULE it.


Tue Jan 10, 2012 8:14 pm
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