Metsfanmax wrote:BigBallinStalin wrote:Metsfanmax wrote:BigBallinStalin wrote:Nevertheless, we do know that if you enable star-crafting, then this would create more stars,
I get the feeling that you're misunderstanding the star-crafting system. If anything, star-crafting would decrease the equilibrium number of stars, because you'd trade in multiple bad stars
for better stars. There's no way that it could create more stars.
And what happens to the supply of better stars? It somehow... decreases right? (No, so we should agree on this).
I'm not talking about stars on net. I'm talking about the equilirbrium of
each star--not all stars. Again, inflation on net could be zero or negative, but this overlooks the fact that there's inflation in some stars and deflation for others. So, with deflation/inflation going on, you'd still get my list of consequences (deflation flips the relationship between x and y, i.e. it could inverse the relationships, but there's no need for me to clarify those relationships because the conclusion remains the same: problems will ensure).
I don't think it's obvious that the equilibrium for each star will significantly change with time. For example, a red star is useless for entering an 8 player autotournament, and if that's how I really want to spend my stars, I may just cash in the red star for 1000 auburn stars.
The problem is that we have no idea what the future prices will be because we don't know the prices that would emerge from people's various valuations for each star. Without the coordinating element of prices, you won't get equilibrium. Supply and demand will be all over the place.
So, now we're getting back to my point about constantly changing (a) the star prices of tournaments and/or (b) conversion rates of star-crafting in accord with the changing supplies and demands of different stars.
With the random generator alone, this is easier. (
A).
With the random generator + star-crafting, this becomes more difficult (because you'd need to be constantly changing the rules over star-crafting in order to 'fine tune' it). (B)
Without a Star Exchange, this 'fine-tuning' becomes chaotic because there's no market prices to equilibrate the supply and demand of each star. You'd be missing a necessary feedback mechanism, thus (B) becomes a "shooting in the dark" policy. (A) is "less shooting in the dark" because there's less 'moving parts'.
So if you want star-crafting, you should go with (D) because the Star Exchange is easier to manage and will do the heavy-lifting for you. When you want to change conversion rates, it'll provide the prices for you, so you don't have to shoot in the dark--e.g. by using arbitrary conversion tables (a la Soviet Union).
With a functioning Star Exchange and with a functioning Star-Crafting (D), you can do more fun things while reducing CC administration costs. This would also enable more possibilities. If you do with (B) or (C)--implement star-crafting and ignore/underestimate problems, then you'll get a much more dysfunctional system, higher administrative costs, and less options to do more fun things. (A) is status quo, and it's probably the cheapest in admin. costs, but it provides the least opportunities.