Re: [htsserver-devel] finally start implementing the trading engine
Status: Abandoned
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From: Sven M. H. <pe...@so...> - 2000-01-22 15:11:41
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On Fri, Jan 21, 2000 at 01:51:04AM +0100, Uwe Hermann wrote: > On Thu, Jan 20, 2000 at 11:22:56PM +0100, Sven M. Hallberg wrote: > > Are we talking about good_spec's?? Then it's clear, an array will suffice for > > that job. But we'll still need lists for the goods a given trader posesses. > > Not necessarily. We could store them in arrays, too. But that would be inefficient because at any time there will be loads of goods of which a given player owns an amount of zero. > > What's the advantage of having the option to "sell any amount at any time to > > an unknown entity (the base economy) at a certain price dictated by that > > entity" over having a number of AI traders possibly permanently residing in > > the town which will _be_ the base economy and of course accept stuff at a > > certain price. And by the way: I think it's not even necessary to prohibit a > > situation where a trader can't get rid of his goods because nobody wants them. > > That sort of thing happens all the time in the real world actually. > > Sure. But it's not very good for the gameplay. Of course not, I'm not saying it's going to happen often. I don't believe it will. I just don't think that it should be forbidden. People will know what they have to do in order to prevent such a situation. > > Me or you? ;-) > > Both :-) Let's write the CONTENTS first, and then distribute the work... Good idea. I'll be happy if you do the contents. Bye, Sven -- Sven M. Hallberg <pe...@gm...> PGP key available at http://www.sh-home.de/~sol [ KeyID........: 0x0F520CF9 ] [ Fingerprint..: 56 61 00 18 14 B4 01 01 06 90 D0 29 96 BD 58 6F ] return 0; |