1. One wharehouse in the middle of the map filled with unlimited flux which everyone can take
+ accessible and equal to everyone
- takes out a simulating aspect of the game
2. Trading against the GM for flux
- takes game time of the GM’s (and time is something that is precious)
? trading limit?
a. Trading a common thing against flux
i. A high tier common thing
+ makes a grind for the item
- Accesibility to every player, Players will have to trade with other players in other to obtain the thing to trade for flux. (dependency) Can also be a good thing.
ii. A low tier common thing
+ Accesible to everyone
? To easy?
- if for instance apple trees are used people will plant a lot of apple trees in their backyard. This will generate inflation and devalue the flux. Destable the game and make it less realistic. If this will happen maybe 1 is even more favourable.
b. Trading various things against flux
+ equal to everyone
- lot of work setting this up
- trade table (work to make it up)
+ realistic (like trading with an external country)
+ can make low tier and high tier variable with amount of things
3. keep it as is
- hard
4. Modify the server
- do we want to risk an unstable game and a broken server?
a. Multiplier. Getting one flux becomes getting 10 flux
- to gamey?
- is this even possible? UPDATE IT IS
b. Make the herbalism table common
- to easy?
- possible?
c. Make the herbalism table known to every player.
- same issues as 4b