Thread: MC: Currency
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Kraetos
Lovable Bastard
 
Join Date: Dec 2005
Location: Boston-ish
 
2011-04-26, 13:44

Arteggio: nailed it.

Infuse two inventories' worth of slimeballs (72 stacks, about 4000 total, 4-5 stacks per player) into the game via post office and then let it roll. Brad can redistribute slimeballs from the General Store's coffers as he sees fit. Maybe he gives them away, maybe they're grants, maybe they're awards for public works or cool projects. There would be a little currency inflation from natural slimes, but it would be negligible. The store would stock Diamonds, Lapis, Roses, Ink sacs, Cocoa beans, Soul Sand, Netherrack, and Glowstone.

That's what I'm going for, anyways. There might be unforseen complications but I think this is pretty straightforward, and it means we can acquire rare/unobtainable materials far more efficiently, even without an op present. That's about as succinct as I can make this proposal, and if people still don't want it, we can forget about it. No harm no foul, my casino will simply have an internal economy and I'll continue to bug the ops for roses and glowstone

Speaking of the casino, it's almost done, and since it looks like we're not going with currency, I'll ask an op for a ton of slimes and use them as chips, exchangable for diamonds. The payout for a straight up bet will be around 30:1, so someone could potentially win a shit ton of my diamonds (But full disclosure: the odds and payouts will mimic a real roulette table so if you play indefinitely against the house (me) you will lose eventually.)

My Casino is a reputable establishment. If you win and I can't pay, I'll mine your diamonds myself

Logic, logic, logic. Logic is the beginning of wisdom, Valeris, not the end.

Last edited by Kraetos : 2011-04-26 at 14:07.
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