[quote=“drake1storm, post:18, topic:2573”]Also, ted, that wouldn’t be very hard at all. You would just need a function that would be called when the barter screen opens that will get the id of the target npc, search through both it and the players inventory for anything flagged as a ‘gun’ while adding any gun types found to a separate array for each. It would then run, for each array, checking if that ammo type is in the others inventory, and adjust prices accordingly.
That is likely not the most efficient way (hard to be efficient when using text), but it should be effective while running too quickly to tell, so long as we don’t go gun nuts and add in 50 bagillian of them.[/quote]
As a player, I could drop the gun before bartering. Then I would get cheaper prices, and immediately pick up the gun afterwards. If the game starts checking for guns lying around, I leave the gun slightly further away. Repeat until the developers get sick of it and forfeit the arms race, or they stop trying to gouge me selectively and start gouging me all the time.
[quote=“Kevin Granade, post:19, topic:2573”]But I want the player to work around it, that’s the whole point.
Of course that means you have to have your favorite gun stashed somewhere the NPC can’t see it at all times you’re in sight range of the NPC, which means you don’t have easy access to it if there’s trouble… decisions, decisions… :D[/quote]
In that case, I just get two guns, and buy ammo for one while defending myself the other. Little or no extra risk, and the NPC gives me the better price. I don’t see a way to prevent this without scrapping the gouging idea, or removing most of the guns in the game.
It’s still very silly in the end result - I jump through an awkward hoop to trick the NPC into thinking I’m not using the things I’m buying. Why wouldn’t the NPC just start with the assumption that I’m buying things because I need them? To the extent that posturing over how badly the player needs stuff exists, it should just be abstracted into part of the Barter skill.
Also, if every trade encounter has a real risk of the player getting shot at, even with known trading partners, then trade probably won’t be very viable, so how it works wouldn’t matter.