Proposal: Surge Pricing
Fails 3-5. - Lulu
Adminned at 13 Jul 2023 14:27:43 UTC
In “Time’s Passage”, replace “For each trade item, roll DICE3, add to the result that trade item’s base cost, and then set that trade item’s bauble cost to the resulting number.” with:-
For each trade item: set its bauble cost to its base cost plus its Demand (bauble cost being capped at a maximum of 4). The Demand of a Resource is the number of Machinists who have any of that Resource. The Demand of a Component is the number of Machinists who are carrying any amount of that Component, plus the number of Megasystems which have that Component among their Damaged Parts.
If “We Can Fix It” failed, remove “, plus the number of Megasystems which have that Component among their Damaged Parts” from the rule.
SingularByte: he/him
I’m not 100% sure I like this one since it essentially makes baubles subject to massive inflation.
Best case scenario, there’ll be basically no damage and several people will have spares of some components which will increase the costs a bit, but not be uncontrollable.
What seems more likely is that damage will gradually increase over time, causing massive cost escalations which will get worse as the damage ramps up.
Even worse, if there’s large amounts of damage *and* people keep spares back, then the cost increases of both scenarios are literally added together.
Either way, it’s going to invalidate any early bauble gains, as well as making the penalty for repeated trades in a day basically pointless.