Post by The New Student Dean on Sept 17, 2008 9:45:06 GMT -8
-This Thread Goes In The 'Suggestions' Board
-This Thread Is Named 'Barrage Of Ideas Prepped For September 15th'
Disclaimer:The following is increasingly repetitive. It may even---will get annoying. This is, of course, to baby-talk everything, speak everything out in long-terms, go back to main ideas, etcetera, and make sure I'm 110% clear on everything, so I hope you'll pardon the potentially condescending tone you may get from this. Additionally, a few of these ideas are exactly important, but these are all kept with the thought in mind that 'what-if' this happens, in which the following can be looked upon for reference/as a guideline. The final reason why everything is spelled out is so that you understand what was going on in my mind, and how I came up to the following conclusions, and see if you, the reader, agree with them or not. That in mind, I encourage you to read on.
I have attempted to get an 'approximate' price range on everything, and a system for the interchangibility of items, their statistics, and cash.
Previously, in Staff discussions and perhaps in some miscellanious chatter, the idea was formed by our Admin (Commonly known as Leon Sudeki or "Leon") or someone that if it were to come to statistics, that every point would be worth $100 or $1000. Therein, an item that of +3 Dexterity, +10 Constitution, & +7 Intelligence points would, on the initial bidding table, be worth $2000 or $20000.
With these two options, I bring up the next point of items that increase statistics via percentage(s). Through checks and balances, I decidedly put a +1% increase versus a Fresh Meat's starting statistics. Generally of which, would start out as 5 (the minimum), 15 (for those who develop their character around an 'all-around' balance-type), and 30 (the Fresh Meat's post statistic maximum capacity). For the sake of understanding how this would affect all the other maximum capacity for every following Post Rank, I also included several other number sets.
For the following as well, I am keeping in mind these following formulas:
1% or 0.01 x 5 = 0.05 ~ Rounds Down = +0 Of The Statistic
1% or 0.01 x 15 = 0.15 ~ Rounds Down = +0 Of The Statistic
1% or 0.01 x 30 = 0.30 ~ Rounds Down = +0 Of The Statistic
1% or 0.01 x 40 = 0.40 ~ Rounds Down = +0 Of The Statistic
1% or 0.01 x 50 = 0.50 ~ Rounds Up = +1 Of The Statistic
1% or 0.01 x 60 = 0.60 ~ Rounds Up = +1 Of The Statistic
I won't bother you with the details, but I compared by pressing 10% or 0.10 x 5, 10, 15, etcetera... and well, for the sake of understanding the vast difference between 1% and 10%, I'll include the other number sets as well.
2% or 0.02 x 5 = 0.10 ~ Rounds Down = +0 Of The Statistic
2% or 0.02 x 15 = 0.30 ~ Rounds Down = +0 Of The Statistic
2% or 0.02 x 30 = 0.60 ~ Rounds Up = +1 Of The Statistic
2% or 0.02 x 40 = 0.80 ~ Rounds Up = +1 Of The Statistic
2% or 0.02 x 50 = 1.00 = +1 Of The Statistic
2% or 0.02 x 60 = 1.20 ~ Rounds Up = +1 Of The Statistic
3% or 0.03 x 5 = 0.15 ~ Rounds Down = +0 Of The Statistic
3% or 0.03 x 15 = 0.45 ~ Rounds Down = +0 Of The Statistic
3% or 0.03 x 30 = 0.90 ~ Rounds Up = +1 Of The Statistic
3% or 0.03 x 40 = 1.20 ~ Rounds Down = +1 Of The Statistic
3% or 0.03 x 50 = 1.50 ~ Rounds Up = +2 Of The Statistic
3% or 0.03 x 60 = 1.80 ~ Rounds Up = +2 Of The Statistic
4% or 0.04 x 5 = 0.20 ~ Rounds Down = +0 Of The Statistic
4% or 0.04 x 15 = 0.60 ~ Rounds Up = +1 Of The Statistic
4% or 0.04 x 30 = 1.20 ~ Rounds Down = +1 Of The Statistic
4% or 0.04 x 40 = 1.60 ~ Rounds Up = +2 Of The Statistic
4% or 0.04 x 50 = 2.00 = +2 Of The Statistic
4% or 0.04 x 60 = 2.40 ~ Rounds Down = +2 Of The Statistic
5% or 0.05 x 5 = 0.25 ~ Rounds Down = +0 Of The Statistic
5% or 0.05 x 15 = 0.75 ~ Rounds Up = +1 Of The Statistic
5% or 0.05 x 30 = 1.50 ~ Rounds Up = +2 Of The Statistic
5% or 0.05 x 40 = 2.00 = +2 Of The Statistic
5% or 0.05 x 50 = 2.50 ~ Rounds Up = +3 Of The Statistic
5% or 0.05 x 60 = 3.00 = +2 Of The Statistic
6% or 0.06 x 5 = 0.30 ~ Rounds Down = +0 Of The Statistic
6% or 0.06 x 15 = 0.90 ~ Rounds Up = +1 Of The Statistic
6% or 0.06 x 30 = 1.80 ~ Rounds Up = +2 Of The Statistic
6% or 0.06 x 40 = 2.40 ~ Rounds Down = +2 Of The Statistic
6% or 0.06 x 50 = 3.00 = +3 Of The Statistic
6% or 0.06 x 60 = 3.60 ~ Rounds Up = +4 Of The Statistic
7% or 0.07 x 5 = 0.35 ~ Rounds Down = +0 Of The Statistic
7% or 0.07 x 15 = 1.05 ~ Rounds Down = +1 Of The Statistic
7% or 0.07 x 30 = 2.10 ~ Rounds Down = +2 Of The Statistic
7% or 0.07 x 40 = 2.80 ~ Rounds Up = +3 Of The Statistic
7% or 0.07 x 50 = 3.50 ~ Rounds Up = +4 Of The Statistic
7% or 0.07 x 60 = 4.20 ~ Rounds Down = +4 Of The Statistic
8% or 0.08 x 5 = 0.40 ~ Rounds Down = +0 Of The Statistic
8% or 0.08 x 15 = 1.20 ~ Rounds Down = +1 Of The Statistic
8% or 0.08 x 30 = 2.40 ~ Rounds Down = +2 Of The Statistic
8% or 0.08 x 40 = 3.20 ~ Rounds Down = +3 Of The Statistic
8% or 0.08 x 50 = 4.00 = +4 Of The Statistic
8% or 0.08 x 60 = 4.80 ~ Rounds Up = +5 Of The Statistic
9% or 0.09 x 5 = 0.45 ~ Rounds Down = +0 Of The Statistic
9% or 0.09 x 15 = 1.35 ~ Rounds Down = +1 Of The Statistic
9% or 0.09 x 30 = 2.70 ~ Rounds Up = +3 Of The Statistic
9% or 0.09 x 40 = 3.60 ~ Rounds Up = +4 Of The Statistic
9% or 0.09 x 50 = 4.50 ~ Rounds Up = +5 Of The Statistic
9% or 0.09 x 60 = 5.40 ~ Rounds Down = +5 Of The Statistic
10% or 0.10 x 5 = 0.50 ~ Rounds Up = +1 Of The Statistic
10% or 0.10 x 15 = 1.50 ~ Rounds Up = +5 Of The Statistic
10% or 0.10 x 30 = 3.00 = +3 Of The Statistic
10% or 0.10 x 40 = 4.00 = +4 Of The Statistic
10% or 0.10 x 50 = 5.00 = +5 Of The Statistic
10% or 0.10 x 60 = 6.00 = +6 Of The Statistic
---As you can see, the minimum-effective Statistic-Percentage number is of course 10%, providing a bonus to even the lowest to the lows, and quite a fair share of statistics. In contrast, 1% provides little to no bonuses, except to latter-ranked RPers, decreasing the percentage as a whole overall. And since the differences are minimally, but different enough, in terms of rating an item's cash price, as well as the fact that items can easily bring a person over their standard maximum statistic capacity, I've come up with the following:
+1% A Statistic = $100
+2% A Statistic = $200
+3% A Statistic = $300
+4% A Statistic = $400
+5% A Statistic = $500
+6% A Statistic = $600
+7% A Statistic = $700
+8% A Statistic = $800
+9% A Statistic = $900
+10% A Statistic = $1000
A bit too cheap for my taste, to be frank. However, I needed to explore into the matter a bit more. Deciding not to trash this one, I ventured out and explored a few other possibilities:
+1% A Statistic = $100
+2% A Statistic = $200
+3% A Statistic = $400
+4% A Statistic = $800
+5% A Statistic = $1600
+6% A Statistic = $3200
+7% A Statistic = $6400
+8% A Statistic = $12800
+9% A Statistic = $25600
+10% A Statistic = $51200
...That didn't work. If the best-case yield was +1 point, and you have to pay $51200 on a bid... Aside from the fact that no one would even bother buying that, well... needless to say, that idea was tossed.
+1% A Statistic = $10
+2% A Statistic = $110
+3% A Statistic = $1100
+4% A Statistic = $11000
+5% A Statistic = $110000
+6% A Statistic = $1100000---FUCK THAT
Or,
+1% A Statistic = $10
+2% A Statistic = $11
+3% A Statistic = $12
+4% A Statistic = $13
+5% A Statistic = $15
+6% A Statistic = $16
+7% A Statistic = $18
+8% A Statistic = $19
+9% A Statistic = $21
+10% A Statistic = $23
---That didn't work out either. Of course, you guys bidding on the item wouldn't have a problem with that, but not everything's made to be mass-produced, aye?
Obviously, the 'double-the-price' way didn't work, as 10% would at best, only yield 6 to a veteren RPer on our RP site, unless the person in question has a ton of posts, making it all the way to college-rank with whatever their statistic rank. Meaning that statistic-percentage increases are worth a lot---midway through said character's way to the top. Or at the beginning if the percentage increased is 10% minimum. I tried another way. Similar to the last attempt, but...:
+1% A Statistic = $100
+2% A Statistic = $110
+3% A Statistic = $121
+4% A Statistic = $133
+5% A Statistic = $146
+6% A Statistic = $161
+7% A Statistic = $177
+8% A Statistic = $195
+9% A Statistic = $214
+10% A Statistic = $236
Now, I debated if this was any better. Why? Because of the best yield a 10% would provide. But, what if we all decided that statistics were worth $1000?---At any rate, that's what I'm vying for. And it'd be wrong to change the price on a person who has higher statistics. For better or for worse, I decided to go for the first price-range list to determine these percentages.
Hence, I want to finalize these default price ranges for everyone, for reference in the scenario that a person would like to start a bid for their item.
+1% A Statistic = $100
+2% A Statistic = $200
+3% A Statistic = $300
+4% A Statistic = $400
+5% A Statistic = $500
+6% A Statistic = $600
+7% A Statistic = $700
+8% A Statistic = $800
+9% A Statistic = $900
+10% A Statistic = $1000
+1 EXP Point = $1000
+2 EXP Point = $2000
+3 EXP Point = $3000
+4 EXP Point = $4000
+5 EXP Point = $5000
+6 EXP Point = $6000
+7 EXP Point = $7000
+8 EXP Point = $8000
+9 EXP Point = $9000
+10 EXP Point = $10000
*The Sale Must Be RPed, After The OOC Confirmation. The Item Will Belong To The Other Person As Soon As The Transaction Is Completed, Or While The Transaction Is In The Process Of Being Completed.
As for how much an item increases in cost... this will have to be determined by how the seller wishes. Either people will just randomly throw out their prices like in a proper bid (Canon Auction Style Bidding), or the seller, if a bit impatient, can implement an increase to the price x 1.1 (Squaring Style Bidding), or however their style would be, (Doubling Style Bidding, Squ. And, of course, after 3 days/weeks (...Probably weeks) (unless a person has a specific cash goal they're trying to hit which, once achieved, could end the bidding at once), the bidding ends, and the final bidder gets the item. Obviously, the person can set the initial bidding price to whatever, and end the bidding whenever, but for those who want reference ideas... here you go.---Oh, and of course, if a person's trying to give a sale's boon by selling their item to a comrade, or someone within their faction, I'd figure a default discount would be at around 15% (multiply the number by 0.85).
---Also, quick 'Trade' idea.
Person A has an item that provides a total of +4 to a statistic, with +30% to another statistic, default-costing at a price of (4000 + 3000 = $7000). Person B has only $35XX. However, Person B also has an item that costs +2 to 2 statistics (4 total points) and provides an additional 18% to another statistic (4000 + 1800 = $5800). Person A likes this idea, and even is thinking of putting this item on sale. So for the item + $1200, Person A trades his $7000 item for Person B's $5800 item. Not only does this get Person B their desired item for a drastically lower price, but Person A doesn't have to start the bid for his item at such a high cost, and could possibly get a much higher cash yield from putting this item on sale. Could come in handy, if a person's low on cash and looking for a way to get a custom item... fast. Wherein, the moderator can sell/auction the item itself after a set time (Price Divided By 10 = Days, potentially).
Mentality Ideas Kept In Mind Whilte Typing The Above:
-This Thread Is Named 'Barrage Of Ideas Prepped For September 15th'
Statistical/Percentage-Type Items & Their Cash Equivalents
+ New Item Ideas For The Market +
+ NEW COMBAT & OTHER SYSTEM IDEAS!!! +
+ NEW COMBAT & OTHER SYSTEM IDEAS!!! +
Disclaimer:The following is increasingly repetitive. It may even---will get annoying. This is, of course, to baby-talk everything, speak everything out in long-terms, go back to main ideas, etcetera, and make sure I'm 110% clear on everything, so I hope you'll pardon the potentially condescending tone you may get from this. Additionally, a few of these ideas are exactly important, but these are all kept with the thought in mind that 'what-if' this happens, in which the following can be looked upon for reference/as a guideline. The final reason why everything is spelled out is so that you understand what was going on in my mind, and how I came up to the following conclusions, and see if you, the reader, agree with them or not. That in mind, I encourage you to read on.
I have attempted to get an 'approximate' price range on everything, and a system for the interchangibility of items, their statistics, and cash.
Previously, in Staff discussions and perhaps in some miscellanious chatter, the idea was formed by our Admin (Commonly known as Leon Sudeki or "Leon") or someone that if it were to come to statistics, that every point would be worth $100 or $1000. Therein, an item that of +3 Dexterity, +10 Constitution, & +7 Intelligence points would, on the initial bidding table, be worth $2000 or $20000.
With these two options, I bring up the next point of items that increase statistics via percentage(s). Through checks and balances, I decidedly put a +1% increase versus a Fresh Meat's starting statistics. Generally of which, would start out as 5 (the minimum), 15 (for those who develop their character around an 'all-around' balance-type), and 30 (the Fresh Meat's post statistic maximum capacity). For the sake of understanding how this would affect all the other maximum capacity for every following Post Rank, I also included several other number sets.
For the following as well, I am keeping in mind these following formulas:
- Base Statistic + Item Statistic. Then Apply Percentage Increase Of Either Qi or Item Origination)
- We Do Not Keep Statistic Numbers In Decimals (Leon Leans Against This Confusing Little Detail, Hence)
- You Round Down Any Decimal In The Tenth's Place 4 And Below To 0
- You Round Up Any Decimal In The Tenth's Place 5 And Up To 1
- Example 1: Base Statistic 8 x Item Percentage 1% (.01) = 0.08 = +0 Solid)
- Example 2: Base Statistic 8 x Item Percentage 9% (.09) = 0.72 = +1 Solid)
- Example 1: Base Statistic 8 x Item Percentage 1% (.01) = 0.08 = +0 Solid)
- You Round Down Any Decimal In The Tenth's Place 4 And Below To 0
1% or 0.01 x 5 = 0.05 ~ Rounds Down = +0 Of The Statistic
1% or 0.01 x 15 = 0.15 ~ Rounds Down = +0 Of The Statistic
1% or 0.01 x 30 = 0.30 ~ Rounds Down = +0 Of The Statistic
1% or 0.01 x 40 = 0.40 ~ Rounds Down = +0 Of The Statistic
1% or 0.01 x 50 = 0.50 ~ Rounds Up = +1 Of The Statistic
1% or 0.01 x 60 = 0.60 ~ Rounds Up = +1 Of The Statistic
I won't bother you with the details, but I compared by pressing 10% or 0.10 x 5, 10, 15, etcetera... and well, for the sake of understanding the vast difference between 1% and 10%, I'll include the other number sets as well.
2% or 0.02 x 5 = 0.10 ~ Rounds Down = +0 Of The Statistic
2% or 0.02 x 15 = 0.30 ~ Rounds Down = +0 Of The Statistic
2% or 0.02 x 30 = 0.60 ~ Rounds Up = +1 Of The Statistic
2% or 0.02 x 40 = 0.80 ~ Rounds Up = +1 Of The Statistic
2% or 0.02 x 50 = 1.00 = +1 Of The Statistic
2% or 0.02 x 60 = 1.20 ~ Rounds Up = +1 Of The Statistic
3% or 0.03 x 5 = 0.15 ~ Rounds Down = +0 Of The Statistic
3% or 0.03 x 15 = 0.45 ~ Rounds Down = +0 Of The Statistic
3% or 0.03 x 30 = 0.90 ~ Rounds Up = +1 Of The Statistic
3% or 0.03 x 40 = 1.20 ~ Rounds Down = +1 Of The Statistic
3% or 0.03 x 50 = 1.50 ~ Rounds Up = +2 Of The Statistic
3% or 0.03 x 60 = 1.80 ~ Rounds Up = +2 Of The Statistic
4% or 0.04 x 5 = 0.20 ~ Rounds Down = +0 Of The Statistic
4% or 0.04 x 15 = 0.60 ~ Rounds Up = +1 Of The Statistic
4% or 0.04 x 30 = 1.20 ~ Rounds Down = +1 Of The Statistic
4% or 0.04 x 40 = 1.60 ~ Rounds Up = +2 Of The Statistic
4% or 0.04 x 50 = 2.00 = +2 Of The Statistic
4% or 0.04 x 60 = 2.40 ~ Rounds Down = +2 Of The Statistic
5% or 0.05 x 5 = 0.25 ~ Rounds Down = +0 Of The Statistic
5% or 0.05 x 15 = 0.75 ~ Rounds Up = +1 Of The Statistic
5% or 0.05 x 30 = 1.50 ~ Rounds Up = +2 Of The Statistic
5% or 0.05 x 40 = 2.00 = +2 Of The Statistic
5% or 0.05 x 50 = 2.50 ~ Rounds Up = +3 Of The Statistic
5% or 0.05 x 60 = 3.00 = +2 Of The Statistic
6% or 0.06 x 5 = 0.30 ~ Rounds Down = +0 Of The Statistic
6% or 0.06 x 15 = 0.90 ~ Rounds Up = +1 Of The Statistic
6% or 0.06 x 30 = 1.80 ~ Rounds Up = +2 Of The Statistic
6% or 0.06 x 40 = 2.40 ~ Rounds Down = +2 Of The Statistic
6% or 0.06 x 50 = 3.00 = +3 Of The Statistic
6% or 0.06 x 60 = 3.60 ~ Rounds Up = +4 Of The Statistic
7% or 0.07 x 5 = 0.35 ~ Rounds Down = +0 Of The Statistic
7% or 0.07 x 15 = 1.05 ~ Rounds Down = +1 Of The Statistic
7% or 0.07 x 30 = 2.10 ~ Rounds Down = +2 Of The Statistic
7% or 0.07 x 40 = 2.80 ~ Rounds Up = +3 Of The Statistic
7% or 0.07 x 50 = 3.50 ~ Rounds Up = +4 Of The Statistic
7% or 0.07 x 60 = 4.20 ~ Rounds Down = +4 Of The Statistic
8% or 0.08 x 5 = 0.40 ~ Rounds Down = +0 Of The Statistic
8% or 0.08 x 15 = 1.20 ~ Rounds Down = +1 Of The Statistic
8% or 0.08 x 30 = 2.40 ~ Rounds Down = +2 Of The Statistic
8% or 0.08 x 40 = 3.20 ~ Rounds Down = +3 Of The Statistic
8% or 0.08 x 50 = 4.00 = +4 Of The Statistic
8% or 0.08 x 60 = 4.80 ~ Rounds Up = +5 Of The Statistic
9% or 0.09 x 5 = 0.45 ~ Rounds Down = +0 Of The Statistic
9% or 0.09 x 15 = 1.35 ~ Rounds Down = +1 Of The Statistic
9% or 0.09 x 30 = 2.70 ~ Rounds Up = +3 Of The Statistic
9% or 0.09 x 40 = 3.60 ~ Rounds Up = +4 Of The Statistic
9% or 0.09 x 50 = 4.50 ~ Rounds Up = +5 Of The Statistic
9% or 0.09 x 60 = 5.40 ~ Rounds Down = +5 Of The Statistic
10% or 0.10 x 5 = 0.50 ~ Rounds Up = +1 Of The Statistic
10% or 0.10 x 15 = 1.50 ~ Rounds Up = +5 Of The Statistic
10% or 0.10 x 30 = 3.00 = +3 Of The Statistic
10% or 0.10 x 40 = 4.00 = +4 Of The Statistic
10% or 0.10 x 50 = 5.00 = +5 Of The Statistic
10% or 0.10 x 60 = 6.00 = +6 Of The Statistic
---As you can see, the minimum-effective Statistic-Percentage number is of course 10%, providing a bonus to even the lowest to the lows, and quite a fair share of statistics. In contrast, 1% provides little to no bonuses, except to latter-ranked RPers, decreasing the percentage as a whole overall. And since the differences are minimally, but different enough, in terms of rating an item's cash price, as well as the fact that items can easily bring a person over their standard maximum statistic capacity, I've come up with the following:
+1% A Statistic = $100
+2% A Statistic = $200
+3% A Statistic = $300
+4% A Statistic = $400
+5% A Statistic = $500
+6% A Statistic = $600
+7% A Statistic = $700
+8% A Statistic = $800
+9% A Statistic = $900
+10% A Statistic = $1000
A bit too cheap for my taste, to be frank. However, I needed to explore into the matter a bit more. Deciding not to trash this one, I ventured out and explored a few other possibilities:
+2% A Statistic = $200
+3% A Statistic = $400
+4% A Statistic = $800
+5% A Statistic = $1600
+6% A Statistic = $3200
+7% A Statistic = $6400
+8% A Statistic = $12800
+9% A Statistic = $25600
+10% A Statistic = $51200
...That didn't work. If the best-case yield was +1 point, and you have to pay $51200 on a bid... Aside from the fact that no one would even bother buying that, well... needless to say, that idea was tossed.
+2% A Statistic = $110
+3% A Statistic = $1100
+4% A Statistic = $11000
+5% A Statistic = $110000
+6% A Statistic = $1100000---FUCK THAT
Or,
+2% A Statistic = $11
+3% A Statistic = $12
+4% A Statistic = $13
+5% A Statistic = $15
+6% A Statistic = $16
+7% A Statistic = $18
+8% A Statistic = $19
+9% A Statistic = $21
+10% A Statistic = $23
---That didn't work out either. Of course, you guys bidding on the item wouldn't have a problem with that, but not everything's made to be mass-produced, aye?
Obviously, the 'double-the-price' way didn't work, as 10% would at best, only yield 6 to a veteren RPer on our RP site, unless the person in question has a ton of posts, making it all the way to college-rank with whatever their statistic rank. Meaning that statistic-percentage increases are worth a lot---midway through said character's way to the top. Or at the beginning if the percentage increased is 10% minimum. I tried another way. Similar to the last attempt, but...:
+2% A Statistic = $110
+3% A Statistic = $121
+4% A Statistic = $133
+5% A Statistic = $146
+6% A Statistic = $161
+7% A Statistic = $177
+8% A Statistic = $195
+9% A Statistic = $214
+10% A Statistic = $236
Now, I debated if this was any better. Why? Because of the best yield a 10% would provide. But, what if we all decided that statistics were worth $1000?---At any rate, that's what I'm vying for. And it'd be wrong to change the price on a person who has higher statistics. For better or for worse, I decided to go for the first price-range list to determine these percentages.
Hence, I want to finalize these default price ranges for everyone, for reference in the scenario that a person would like to start a bid for their item.
+1% A Statistic = $100
+2% A Statistic = $200
+3% A Statistic = $300
+4% A Statistic = $400
+5% A Statistic = $500
+6% A Statistic = $600
+7% A Statistic = $700
+8% A Statistic = $800
+9% A Statistic = $900
+10% A Statistic = $1000
+1 EXP Point = $1000
+2 EXP Point = $2000
+3 EXP Point = $3000
+4 EXP Point = $4000
+5 EXP Point = $5000
+6 EXP Point = $6000
+7 EXP Point = $7000
+8 EXP Point = $8000
+9 EXP Point = $9000
+10 EXP Point = $10000
*The Sale Must Be RPed, After The OOC Confirmation. The Item Will Belong To The Other Person As Soon As The Transaction Is Completed, Or While The Transaction Is In The Process Of Being Completed.
As for how much an item increases in cost... this will have to be determined by how the seller wishes. Either people will just randomly throw out their prices like in a proper bid (Canon Auction Style Bidding), or the seller, if a bit impatient, can implement an increase to the price x 1.1 (Squaring Style Bidding), or however their style would be, (Doubling Style Bidding, Squ. And, of course, after 3 days/weeks (...Probably weeks) (unless a person has a specific cash goal they're trying to hit which, once achieved, could end the bidding at once), the bidding ends, and the final bidder gets the item. Obviously, the person can set the initial bidding price to whatever, and end the bidding whenever, but for those who want reference ideas... here you go.---Oh, and of course, if a person's trying to give a sale's boon by selling their item to a comrade, or someone within their faction, I'd figure a default discount would be at around 15% (multiply the number by 0.85).
---Also, quick 'Trade' idea.
Person A has an item that provides a total of +4 to a statistic, with +30% to another statistic, default-costing at a price of (4000 + 3000 = $7000). Person B has only $35XX. However, Person B also has an item that costs +2 to 2 statistics (4 total points) and provides an additional 18% to another statistic (4000 + 1800 = $5800). Person A likes this idea, and even is thinking of putting this item on sale. So for the item + $1200, Person A trades his $7000 item for Person B's $5800 item. Not only does this get Person B their desired item for a drastically lower price, but Person A doesn't have to start the bid for his item at such a high cost, and could possibly get a much higher cash yield from putting this item on sale. Could come in handy, if a person's low on cash and looking for a way to get a custom item... fast. Wherein, the moderator can sell/auction the item itself after a set time (Price Divided By 10 = Days, potentially).
Mentality Ideas Kept In Mind Whilte Typing The Above:
- An Item's Non-Statistic Ability (Such As An IC Power) Default Increases The Price By $500-$1000, Minimum
- Again, There Are No Decimals, Especially In Our Board's Cash System
Do you agree? Disagree? Feel free to discuss, argue, or throw insults at how I just seemingly taught a half-hour long or so arithmetic lesson. Or flame me in general. I encourage you to come up with better ideas, obviously in your free time, since I'm just putting this out as a possibility, and no this shouldn't affect our RPing too much, aside from those who've accumulated so much that they wish to sell/trade.
Next Post
For the following, the basis that 1 EXP Point = $1000 is the foundation of this idea as a whole, as well as the other above drawn conclusions.
-Auto-Revive Idea: Let's say a person's character is knocked out in a thread. But the thread continues on without them, and no one even bothers to pick them up and and drag them off to the infirmary, and maybe even the fight's going on then~- Person may wait for 10 rounds (I say 'may' in case the thread is going on slowly and there's a lot of posters. In which case, the RPer may check with the moderator in charge (Primary/Priority) or next availble moderator, and decrease it to 5 post rounds or something...).
- Person may wait for 10 posts if there is no established posting order (Ex. Not a quest with no moderator acting as the post marker).
- A person may wait longer than the said amount of rounds/posts.
- If a person revives, they'll find their statistics reduced down to the following:
- Base 5 in each statistic + 5% of their overall statistics if they wait 5 posts (in which case, they better drag themselves out of there if they don't want to get knocked out again).
- Base 5 in each statistic + 10% of their overall statistics if they wait 10 posts.
- Base 5 in each statistic + 5 points + 5% of their overall statistics if they wait 5 rounds.
- Base 5 in each statistic + 10 points + 10% of their overall statistics if they wait 10 rounds.
- *---It need not be said that these 'increases' will not exceed a person's natural statistical capacity, unless of course, this thread is taking place inside the Student Event board or the Quest board. In which case, a moderator should be informed, and it should be mentioned in the first post of that thread, although PMing all participants is fine too, if less thorough.
- Base 5 in each statistic + 5% of their overall statistics if they wait 5 posts (in which case, they better drag themselves out of there if they don't want to get knocked out again).
- A person may wait longer, obviously, for increased effect in any according manner.
- If there is no established post order, to determine a 'round', find how many posts that everyone posted (including repeats) to a maximum of 10 posts (applies in non-moderator threads only) to determine a round.
Special Item's Stock:
Medical Supply Bag: $2000 (+3 Intelligence Points)
[Material(s): 10x Cloth (10 lbs), 1x Wood (5 lbs)
Slot: Miscellanious
Description: Containing rubbing alcohol, needle, thread, OTC pain killers, splints, many other miscellanious healing products, and of course the all-powerful BANDAGES. Comes with a manual on the 'How-To'. With this little introductory, a person can tend to internal injuries with a bit of knife/scissor work and appropriately placed, light surgery.
Effect(s): Used on an unconcious/KO'd person:- Increases Target's Recovery Time By 1% + User's Intelligence/6 (Rounded) Per Usage.
- Increases Target's Revival Point Recovery By 1 Per Usage.
- Increases Target's % Rate By 10% Per Usage.
- Allow's A Target To Use Any Broken Limbs (Unless Completely Torn Off) For A Duration Of 2 Posts Per Usage.
Notes:- Can Be Used Up To 3 Times Per Thread.
- Can Hold Up To 5 Additional 'Medical Bandages'.
- Effect-Stackable (May Not Stack Two Medical Supply Bags Into One Miscellanious Slot).
- Permanent Item.
Medical Bandage: $200
[Material(s): 1x Cloth (1 lb)]
Slot: Miscellanious
Description: With a natural anti-bacterial-pain-killing skin-drug absorbant surface, elastic-but-strength-holding material, this nifty thing can stretch to be applied naturally, or cradle a broken bone, this helps dull or increase nerve sensitivity accordingly, and patches in some experimental drugs to help with the internal healing process. Oh, science!
Effect(s): Used on an unconcious/KO'd person:- Increases Target's Recovery Time By 1% + User's Intelligence/6 (Rounded) Per Usage.
- Increases Target's Revival Point Recovery By 1 Per Usage.
- Increases Target's % Rate By 10% Per Usage.
- Allow's A Target To Use Any Broken Limbs (Unless Completely Torn Off) For A Duration Of 2 Posts Per Usage.
Notes:- Effect-Stackable.
- Consumable.
"The Art Of War" By Sun Tzu, Translated & W/ Study Notes: $30000 (+10 Intelligence, +10 Wisdom, +10% Intelligence, +10% Wisdom, +5 Intelligence Maximum Capacity, +5 Wisdom Maximum Capacity, +10% All Statistics To All Declared Subordinates/Comrades)
[Material(s): 1/5x Wood (1 lb)]
Slot: Miscellanious
Description: Translated, full of notes, explanations, details, examples, AND made by some long-dead Chinese man!? How could you NOT feel smarter!?---After reading it, of course. >_>
Effect(s):- Will Make The User Squinty-Eyed From Having To Read Such Consistently Small Text.
- Encourages The User To Wear Goofy, Outrageous Hats, Sport A Fan, And Oriental Robing.
Notes:- "The Art Of War" Doesn't Stack Per.
- Only One May Be In Effect Per Fighting Force.
- Permanent Item.
- Undeclared Allies Will Not Be Affected (Ex. Spies).
Training Weights: $2250 (-10% All Statistics For 10 Completed Threads Minimum [3 Fights Minimum])
Slot: Attachable Anywhere Once Per Slot Per RL Year.
Description: You want to become a big, strong wo/man? Well, nothing beats weights. Right, just normal, standard weights. Coming in every shape, and every size, imagine lugging these things on. Pure sheet metal, heated down and snapped into place to fit over the body part of your choosing! Physically and mentally taxing, you'll be amazed at the difference the moment you take them off---provided you can show that you've actually worn it to your buyer.
Effect(s):- After Completing The Minimum Of 10 Threads With A Minimum Of 3 Fights, Your Muscles Will Have Increased So To The Point That The Weights Must Be Cut Off.
- Upon Completion Of The Above Requirements, You Gain +5 EXP Points.
- Upon Completion Of The Above Requirements, You May Permanently Increase The Maximum Capacity Of One Of Your Statistics By 1.
- Upon Completion Of The Above Requirements, For An Additional $1000, You May Melt Down The Weights Into 10 lbs Of Sheet Metal.
Notes:- Price Will Rise For Every Time The Weight Is Worn On The Same Specific Slot By $250.
- Price Resets To Default Price Every RL Year For All Slots.
- You May Continue To Wear Weights For However Long You Wish, Though With No Increased Long-Term Benefit.
- You May Wear Only 10 Sets Of Training Weights To Reduce Your Statistics Beyond The Limit Down To 3 (-99.9% Statistic Decrease).
- An Additional 5 lbs (And/If So On) Of Training Weights Will Be Added To Any Slot Repeats Per Repeat, Though If Melted, Will Only Yield 10 lbs Of Sheet Metal.
- Attachable On Top Of Any Item/Body Part In Whatever Shape/Size/Non-Weaponry Form Possible.
- Consumable---Must Be Melted Down Upon Taking Them Off, Lest The Item Is Lost.
- If Taken Off Before The Minimum 10 Posts/3 Fights Are Up, Yields No Statistical Rewards---May Be Melted Down For The $1000 Fee, Still. Price/Weights/Statistical Detriments Will Continue To Increase, Accordingly Per Slot Repeat.
- "The Art Of War" Doesn't Stack Per.
- Person may wait for 10 rounds (I say 'may' in case the thread is going on slowly and there's a lot of posters. In which case, the RPer may check with the moderator in charge (Primary/Priority) or next availble moderator, and decrease it to 5 post rounds or something...).