An idea
In EV Nova all governments are willing to trade in credits.
Q: Does it make sense that different governments are willing to trade in the same currency?
A: Sometimes yes, sometimes no.
I was mulling over a method to include various different currencies into the game and have come up with a plug-in idea that may or may not work. I am not a plug-in developer myself yet so unless this is clearly impossible - someone else will have to test it.
My idea is to have alternate currencies as a purchasable outfit that is weightless, has no function to the ships performance, and is (effectively) unlimited.
When landing on a planet belonging to a government that does not trade in standard credits, all of a players credits would be confiscated. Ships and outfits available on that planet would still have a cost in standard credits so, in order to buy them, the player would have to go to the outfitting area, sell their currency outfits, and use the credits from that sale to buy the desired outfit/ship.
The only problem I see with this idea right off the bat is that you would be unable to capture foreign currency from disabled ships.
Allow me to paint a few examples of what this might look like in practice.
Example #1 : Polaris Isolation
~The Polaris government does not deal in standard credits. (All credits are confiscated upon landing at a Polaris planet.)
~The outfit Polaris Credits is available for purchase on Earth. This outfit costs 5 credits each and is (effectively) unlimited. This outfit is available for at all Polaris outfitting areas at the same price.
~The player has 5,000,004 standard credits.
~The player lands on Earth and purchases 1,000,000 Polaris Credits from the outfitter. The player now has 4 standard credits.
~The player lands on a Polaris planet, his 4 credits are confiscated.
~The player goes to the Polaris outfitting area and sells his 1,000,000 Polaris credits. The player now has 5,000,000 credits.
~The player purchases whatever he wants (within his price range) from the Polaris outfitter/shipyard.
Example #2 : Three way Trade
~Neither the Polaris government, nor the Auroran government deal in ( will confiscate) standard credits.
~All outfitters in the Auroran Empire will trade Auroran Credits at a price of 2 credits.
~All outfitters in Polaris space will trade Polaris Credits at a price of 5 credits.
~The outfitter on Earth trades Auroran Credits at a price of 2.
~The outfitter on Aurora trades Polaris Credits at a price of 5.
~The player has 5,000,000 standard credits.
~The player purchases 2,500,000 Auroran Credits on Earth. (Now has 0 standard credits.)
~The player lands on Aurora and sells his 2,500,000 Auroran Credits for 5,000,000 standard credits. Before leaving the planet he purchases 1,000,000 Polaris Credits. (Again has 0 standard Credits.)
~Player lands on a Polaris planet and repeats actions from example #1
Example #3 : Differing or Fluctuating Currency Values (the most complicated)
~Auroran, Polaris, and Pirate systems do not trade in (will confiscate) standard credits. (Probably dont want to overdo this feature but it will come in useful when there are many governments.)
~Earth trades Auroran Credits at a price of 2 and International Credits at a price of 30.
~Aurora trades Auroran Credits at a price of 2, and International Credits at a price of 20.
~Harbour trades Internation Credits at a price of 40, and Polaris Credits at a price of 8.
~Polaris systems will trade Polaris Credits at a price of 5, and will buy (NOT sell) International Credits at a price of 10.
~The player has 5,000,000 standard credits and wishes to turn that into the maximum amount of Polaris credits.
~On Earth, the player buys 2,500,000 Auroran credits.
~On Aurora, the player sell his Auroran credits for 5,000,000 standard credits and buys 250,000 International Credits.
~On Harbour, the player sells his International Credits for 10,000,000 standard credits and buys 1,250,000 Polaris Credits.
~The player lands on a Polaris planet and sells his Polaris Credits for 6,250,000 standard credits and uses that to buy whatever he desires.
The numbers I used for these calculation will clearly have to be adjusted as it would be ridiculous for a player to double their credits at one location (Harbour) unless the system was hostile by default and very difficult to dominate/bribe/get a better legal status.
Does this idea have a possibility of working?
Will anybody try to implement something like this in a plug-in?
Overall, what do you think?