Witoubo_foh
shitlord
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Again, if you want a great example of this you can look at EVE.Neric said:Dynamic market reminds me of M.U.L.E. on the C-64. Incredibly simple concept, but one of the best games ever.
http://en.wikipedia.org/wiki/M.U.L.E.
Edit: To take this concept further, how about an MMO where the town vendors are looking for certain raw material in turns. Let"s say this week the dwarven vendors pay lots for minerals, because they are planning to forge something while the next week, the woodelf vendors pay a lot for wood because they want to build something. Players could even buy and sell such goods like stocks and speculate with them. All of this needs a world where money is worth something of course. If everything is NO DROP and money can"t buy anything, this won"t work.
There are NPC corps that put out buy orders for goods. You can see exactly how many they will buy before they don"t want more, they are usually location specific and vary greatly. A station that is 30 minutes away, deep in 0.0 space (lots of pirates) might buy the goods you just created or looted for 500% of what your current station will.
The orders change on a semi-regular basis. There are some orders in the starting areas that never expire and buy unlimited amounts so newbies don"t always have to find a player market for their goods. Although doing so is usually much more profitable.