introduce economy #231
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elsie/liuverse#231
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Add a currency people can use to buy cosmetics, emotes, gadgets e.g.
Should be earned via events and performing misc. tasks in the free-roam. Should also passively be earned at a pretty slow rate, like 1 per minute.
Should be a mockery of micro-transactions in games but still fun to grind.
Need a name/item of currency. Could be
The currency should only be integer, nothing should cost/earn you fractional.
This whole economy idea depends on a lot of unimplememted architecture like a stateful server, player accounts and much more complexity. But I think could be worth it.
Wild ideas, roughly in the order I would argue about them.
Short version: build the wardrobe, not the bank; make the shop a museum of dark patterns; call the money pins.
The expensive part of this issue is the part we can skip
The issue says this depends on a stateful server and accounts. I don't think it does. The architecture already says players are client-authoritative because cheating is out of scope for co-op, and an economy inherits that: pins are a wardrobe, not a bank.
Hello; a look can travel the same way.Trading is the feature that forces a server. So don't build trading until there is something to trade. When we do, the line is: only income the server can see becomes tradeable (event placements from its own tally, distance from the server-stepped fleet), while free-roam earnings stay local and never enter the shared pool. That is a clean rule and it pushes the hard work to the day it is actually needed.
Name
pins (märken). It ties the currency to the one collection the campus already ships: the association emblems on Märkesbacken.
HPdies because event scores already call their unit points, and a second kind of point is a HUD hazard;poängdies the same death;One currency, integers. If we want to mock premium currency, do it in the shop's copy, not in the data model. A
u64balance andu32prices, with percentage fees rounded up, keep that promise.The bake already furnished the shop
This is the part that makes me want to build it: the baked prop catalog already has
Vending,Recycling,Atm,Printer,Cafe,ParcelLocker,PostBox,Fountain,DiscGolf,BbqandPicnicTable. The economy can be physical on day one, with no new bake fields:No shop building, no new marker, no rebake.
What money buys
The rule I would hold: never sell traversal, spawning, events or voice. The moment a purchase changes how fast you reach a place or whether you can join, the grind becomes a wall around the game.
sittingbit;liuverse-musicalready picks a score from world state, so a tape is a director preset and the boombox broadcasts it to nearby players over the same proximity pattern as voice. Selling someone a mood is a great cosmetic.Consumables (fireworks, bubbles, a round of fika) are the recurring sink: cheap, disposable, and they make a gathering better instead of making a number bigger.
Earning
The 1/minute passive is the part I would make diegetic, or it is an idle-farm button:
RoomFunction::Teachingroom and earn 1/min. The location strip already names the room, the sitting bit is already on the wire, and interiors get a reason to exist. Two players in the same hall can get a study-group bonus; the joke writes itself.Active income should be 5-10x passive or nobody does it:
Passive math: 60 pins/hour. If the first hat is around 150, that is 2.5 hours of class or 15 minutes of pant. A gadget at 400-800 and a prestige item at a few thousand feels right, with events as the spike.
The satire
The joke should be that the mechanics are visible and harmless. A shop that is a museum of dark patterns:
No daily streaks, no real money, no actual gambling, no stock that punishes missing a week. The satire has to be funny from the outside, not effective on the player. That is also why the parcel-locker delivery is good: it makes the loot-box joke physical and silly.
Sinks that scale
One-time cosmetics run out, and then passive income piles up. Recurring and shared sinks:
Daytime-style one-byte broadcast. Exam-week surcharge, recession sale, market mood. One byte, endless copy.Shape in the tree
v1, no wire changes:
liuverse-assets, which depends on render and could never be linked by the server;liuverse-worldalready holds the event catalog and the server already depends on it. Prices live next to the items so the HUD, the shop and any future server cannot disagree.When it is fun:
Hellogrows a look, and aPlayerLookframe covers changes, the same shape as the name and rename. Small ids, append-only tags. Hats become visible, still no accounts.Hello, a file-backed balance, and income rate-limited like voice, chat and event reports. Then tips, event pots, the tax vote and the crowdfund.What would make me veto it
If we want one wild anchor feature, make it the association pin collection with a display board in a dorm room. It turns the emblem hill into a destination, gives the shop a theme the campus would plausibly mint, and every association is content we already have.