A new trailer from
Star Citizen is a guide to the economy in the upcoming space simulation. The
clip features some gameplay footage as Chris Roberts discusses how various
elements interact dynamically in the game's pursuit of a true supply and
demand-based system. He gives the example of some supplies that would be used to
create missiles being hijacked will reduce missile production in a local area,
driving up prices, adding that the missiles expended in stealing or destroying
those supplies will factor into the equation as well. Thanks
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What I don't like is that there's theoretically some NPC out there counting the number of missiles shot in a dogfight and deciding that the price of those missiles needs to go up because X number of them were shot off. That kind of perfect economy information leads to extremely unusual artifacts in your economic model that end up leaving logic and experience behind.
Is that how it works, though? (I admittedly, with this video, just started taking notice of Star Citizen, so you probably have more information than I do.)
I might have to watch it again, but I didn't get the impression from the video that the AI would immediately know how many missiles were fired in a battle. That knowledge would come with a post-battle resupply, as a larger-than-usual slice of the missile stock gets bought up.