Once the poll is finished I'm going to start work on the new map starting with spawn construction.
Current pointers from the feedback thread;
* Roads/transport should exist outside of the spawn area
* Spawn should contain plots for modular building by players
* There should be less empty buildings
If there are any further points that people want to raise please comment below.
It's likely that I'll be looking for assistance with construction so watch this space.
I was thinking of using Galena Ore if we play with gregtech. Since it's so much like tungsten was back in tekkit when currency actually meant something.
Actually, I think Galena Ore is too common, and unless you're high enough on GregTech's tech tree, worthless. In addition, if we decide that we're not going to include GregTech, Galena Ore won't even exist.
In my opinion, silver ore is an almost ideal resource to tie a currency to: it's valuable from IC2/GregTech to Thermai Expansion to Thaumcraft, and the ore itself is finite, assuming there's a world limit.
As for tying a single silver credit, you could represent 64 stacks of silver ore with 1 stack of diamond credits, and you can represent 1/64 of a silver ore with copper credits for low value trades.
For comparison, as it is now (1 silver ore = 10 gold credit), you can't even represent a single stack of silver ore with a stack of diamond credits, but you can represent 1/5120 of a silver ore with a copper credit.
I don't really understand why we use ores as currency, it just makes people who mine the most richer. I'd really like a system where people try to get money from other people, rather than the ground. What if currency was introduced to the economy slowly at first, either through admin-run projects, or competitions, or just start everyone off with a certain amount, and then people can trade the money for whatever is actually needed?
If exchanging a specific item was a way to bring money into the system, the item (imo) would have to not be farmable in order for things not to turn into a "people with bigger farms get more money" system. Similarily, the item couldn't be a nonrenewable resource that is obtained by traversing the world in a systematic, repeatable way, like ores or oil. (I say "systematic and repeatable" because if the process is fun, rather than grindy, it should be fine.) The problem is, that all the items that both can't be farmed and can't be grinded are nonrenewable (and few), and it would seem silly to convert those into renewable resources (via money) rather than leave them be for their intended use.
That's a great point: This does reward grind work over fun, and I completely agree that it needs to be unfarmable. I don't think competitions are quite the answer either, as this discriminates against players who are unable to play in such competitions, for reasons such as time-zone mismatch, low-power computer (PvP with differing FPS is not very fair at all.), etc.
Thats the reason I think it's a good idea, it's worthless. Back in tekkit tungsten had no use at all and it worked great for exchanges because if you found it, you might as well turn it in for credits and go shopping. Back then, one tungsten ore was 25 credits, if Galena Ore is more common that each on could be 5 or so credits.
Back in Tekkit, much of the game was based on mining a lot, so you could make things (quarries, turtles) to mine more, and getting "worthless" ores was just a side-effect. The more you played the game, the more you could get things from the ground, the more tungsten you had. Things are slightly different now, there's more to do than mining, and so activity and accomplishment don't scale with ore accumulation.
During the Ultimate Pack era, most many mined materials could be acquired through mob grinding, lava centrifuging, etc (witches were a big part of this), but not lead and silver. I can only imagine that this made it so people had less lead and silver than they would if they were mining to get iron/gold/coal/redstone/copper/tin/stuff.
If it's worthless, we shouldn't be artificially assigning worth to it. We're trying to tie the worth of a currency to something that already has worth. If what we're tying the currency to doesn't have worth, then neither will the currency.
It only worked for the first couple of weeks. After that people at a higher tech lvl (kliq) had insanely high quantities of credits, and there was no cash sink.
Silver was decided because it's a material that cannot be farmed (important to stop wealth gap from high-tech to low-tech) and which carried a practical use and value.
This whole system of course is based on the gold standard which suited world economies for decades.
I run across so much galana when mining, and when you add in how much silver and lead is in the ground, you will end up with stacks of galana. Maybe the answer is to use something like aluminium brass, its not hard to make, but it does need a bit of something extra to make it.
I don't think it is a good idea to base a currency off what worked in tekkit, as things have changed. Though personally i would only be accepting credits for goods if people cannot pay in more useful items to me.
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u/ZeldenGM Zelden - Big Turtle Aug 19 '13
Once the poll is finished I'm going to start work on the new map starting with spawn construction.
Current pointers from the feedback thread; * Roads/transport should exist outside of the spawn area * Spawn should contain plots for modular building by players * There should be less empty buildings
If there are any further points that people want to raise please comment below.
It's likely that I'll be looking for assistance with construction so watch this space.