Jim the Dinosaur said:
Don't know about that, (1) don't think it's possible without changing the buy/sell ratio for all items, (2) the ratio is already pretty harsh in FO2. They clearly thought, hey let's fix FO1's economy by bumping buying prices a lot, with the result that, what, you end up selling 3 Desert Eagles for 1 in return? Something like that. Of course that didn't solve anything because it only affects the player in the beginning of the game.
I think it can be done be done, if I remember right, they're two different variables because sold item price is always the same and never modified by barter, while brought item price is modified by barter, charisma and (I think) reaction. BTW it would be interesting to have sold item price change with barter, would finally make it a useful or at least semi-useful skill. Fairly sure there was a mod that changed item prices with scripts around the NMA somewhere.
I also think it actually makes sense, because guns from the shop =/ guns looted off the cooling bodies of dead raiders. First one is better maintained and probably ins't being used constantly, while the last one has been used constantly, sometimes by moron raiders who have no proper idea of gun maintenance.
You might be right, though merry go rounds in general should be discouraged (whether it's through harsher, more frequent encounters, or the radiation stuff, or something else). Problem might be that FO2 isn't as cash starved as you'd want it to be (especially with the Redding cashier)...
True dat, and its not just cash, there's a lot of stuff early-game cities sell in good ammounts and that can be quite useful even if you're around New Reno: Flick sells Psycho and buffout, Vault City sells a good ammount of stims, decent ammo and skill books and both have respectable ammounts of cash around.
It's compatible, so no need for adapting. I have mixed feelings on the mod as I understand it though (haven't tried it): suppose you kill the Den gang, then have junkies steal the loot: can't fight them because the whole town turns hostile, right? The only way I see the system work is if only NPC's who perceive themselves as stronger than your party do any looting, but that'd make the effect, especially on the economy pretty marginal.
I think that mod makes the AI go for the lootz after the fight ends, and I don't think it pisses it off unless you start shooting them. I don't see any problem with it, if the player is not fast enough, then he doesn't deserve the loot, and even then it doesn't make sense that the player is the only one greedly taking all loot while other people just watch.
Actually killing junkies doesn't make the town go hostile, probably because the junkies on The Den (never saw the ones in New Reno do that) can randomly go hostile and jump on the player. BTW, this is one of the coolest little features of Fallout 2, because the junkies are actually dangerous at the early game. Wish there was something like that in Reno but with gangbangers, would work well with your mod due to fixed hp.
Yeah, in general making things a resource issue might be a better idea for fixing the economy. Problem is, I hate the idea of money sinks, it just never results in fun gameplay to keep track of the amount of resources you have to do x. In fallout you keep track of ammo and battery fuel, that's enough for me to be honest.
I don't mind tracking resources or money sinks, life is not cheap, especially if you're on the road shooting people all the time. My opinion was because of the fact Doctor and First Aid are essentially "magic hands" skills which heal cripples and stuff without
The Brazilian Slaughter I think I might have thought of a way to avoid the roundabout exploit (in part): regional inflation. Like you implied, the problem with changing item costs in any way on a map-by-map basis is cash: money never changes value and just fudges everything up. Can't solve the cash-abundance problem by cutting down on cash: that'd be lame. But what if a region (can't do this on a map by map basis, that'd be too exploitable), like the San Fran region, has so much cash that items cost more cash as a result. I got this idea while shooting off economy balancing ideas that would work, but would be awful: mainly scaling prices based on player level. Inflation, if it more or tracks from poor areas (little inflation), to rich areas (lots of inflation), could have a nice balancing effect without becoming lame. I'd just have to do some cash redistribution from places like Redding to places like NCR and San Fran...
I like this idea! Makes senses that areas with more money would have different pricings than areas with less money, and if the player goes on rondabouts through the gameworld to sell stuff and goes back to later areas, he will find out his Den shit-money is no good in NCR or San Francisco and his shitty potshoters he got from dead raiders don't sell for a premium either.
What would be inflation rank? Seems something like this:
San Francisco>>>NCR>>>Redding>>>New Reno>>>Vault City>>>Broken Hills>>>Gecko>>>Modoc>>>The Den>>>Klamath.