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Economy 2.0 #99

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armazac opened this issue Feb 18, 2025 · 0 comments
Open

Economy 2.0 #99

armazac opened this issue Feb 18, 2025 · 0 comments
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enhancement New feature or request

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@armazac
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armazac commented Feb 18, 2025

The economy is intended to be THE pillar of Overthrow and what sets it apart from other milsim game modes.

The existing economy (ie shops, importing etc) is very basic and was never intended to be the final form. It's time to upgrade it.

Balance

While upgrading the economy we should be careful to keep it balanced and avoid exploits as much as possible. As much as we'd love to see another video from SpiffingBrit playing Overthrow and becoming a billionaire selling bananas that is.

Export

We should enable exporting with prices slightly under import price. Legal items only until Trade 5 skill is acquired.

Shops

Bulk buy/sell
We need the ability to bulk buy/sell using a vehicle parked out front of a store, similar to Arma 3 Overthrow.

Persistence
We should persist the inventory of all stores in save/load as they are not currently. This includes gun dealers.

Money
Much like most RPGs our stores should have an amount of money in it's "account" that goes up when you buy, and down when you sell. This should also be persisted. This will stop players from being able to farm radios and watches to local stores, however they can still "export" as much as they want if they drive to a port.

Player ownership
Players should be able to buy existing shops or build them in any town (regardless of faction control). They can decide what to sell in their shop from available legal items. Trade 5 skill will unlock the ability to also sell illegal items, however only in towns controlled by the resistance.

Town citizen NPCs will randomly buy from the store (both physically and virtually) providing a small passive profit. Store owner may also set a store to not be open to the public, and only available to other players. Sales will be determined by town population, stability and demand for each product for NPC sales. Store owners can decide if their store also buys or only sells.

Players using that store will also provide sales revenue to the player owner, minus resistance tax which will go to the resistance funds. Prices of items will be calculated the same way as NPC stores calculate them currently. Players cannot set prices directly, however can set a percentage increase or decrease from the standard price in order to account for resistance tax or provide a discount (or even make it free).

Stock
A player owned store must be stocked manually by buying the items from other stores or importing them. Automatic deliveries can be setup if the player has Trade 4 for a cost, these will be virtual and not a physical in-game truck delivery (but this may change in later versions)

Resistance Ownership
Officers can also buy/build a store for the resistance, with all the same mechanics however all revenue goes to the resistance funds.

Real Estate

Trading
Players shoud be able to buy/sell real estate between each other, with prices agreed upon between both parties. Officers should also be able to trade real estate with players on behalf of the resistance.

Industry

Economic buildings
There are various economic locations on the map that should be purchaseable, just like in Arma 3 Overthrow. They should provide resources and make up simple product chains. Resources and products should be able to be exported or sold to shops.

A configuration option for servers should decide if any player can own these, or only the resistance via officers. By default all players will be allowed.

The occupying faction should attempt to disable these using special forces, artillery, etc.

Economic Data

Officers should be able to see a break down of the map's economy. ie net imports per day, net shop revenue per town that they control, net worth of players etc

@armazac armazac added the enhancement New feature or request label Feb 18, 2025
@armazac armazac moved this to Todo in Overthrow Reforger Feb 18, 2025
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