innovative idea for the prices we get for what we plant

Stef_and

Greenhorn
I have an idea about food prices to further diversify the crop. If you plant a value x of potato for example, until a certain day you would receive 100% of the total value, if it persisted you would lower the price to 80%. So it would be more feasible to plant different things, and if you hit the goal of all plants, you would still have the minimum, if it were, 80% or 60% of the total value, leaving the game more calculated and with less margin to keep much easy money. maybe this could be a difficult way or something from the normal game, just an idea I had.
 

Stef_and

Greenhorn
If, for example, in the game: strawberry costs 100 dollars, when it reaches the sale of 30 strawberries, it would fall to 80% of the value, then the next ones would cost 80 dollars, if more 30 sale the price drops to 60% of the price then it is fixed, all strawberries, at a random time, for example from 2 to 6 months in the game the fallen value, to simulate a fruit demand, again. Of course that's all with certain calculations it would look more strategic and looking real. The greater the variety the greater the profit over what you sell. I'm using google translator sorry for some language errors.
 

Stef_and

Greenhorn
If done in a margin of time and price, and how much it decays over time, it would be more difficult to make money, making it more challenging and can be said to be strategic.
 

PorkChop

Planter
I think if you fix a couple flaws it would be perfect. I think it's a great idea. Confusing, but good.
 

shurpresa

Tiller
It will make it more demanding of time and attention.

True is that in the late game, gold is abundant and inncesary
 

Stef_and

Greenhorn
Let me show you how it would be done.

Normal marango, price: 120, so the first 40 would be that value.

Going from 40 to 90 would cost: 96


Passing over 90, fixed value would be 72. Remembering that strawberries stay until the end of the season so, knowing how to make a diversified plantation, greater profits could be obtained.

Question of time a random value between days: 10 to an amount x days, and there could be a demand for "strawberry" again, between those days.

The means that we would know, could be a table that would have, or by the way I prefer it to be, simply taking a risk, making it more challenging.

But the table could be, speaking of foods that are "high", those that were not high, would be those that we have already saturated the limit and when they renewed they would return with the name there.
 

imnvs

Local Legend
So, I've been thinking... and my big issue for the supply/demand thing is that that only really applies when you can drastically affect the supply. Literally none of our farmers are producing so much that it could affect the greater economy of the world. If our only customers were the people in Pelican town and the surrounds, I could see this... but they're not. Most of our sales go to the shipping bin, so they're being shipped out into the big, wide world, or in other words, a very large market where we're only a drop in the bucket each of us.

The thread posted by Cthulu in the quote above from another thread, where it would be an OPTION to turn on a supply/demand feature, I would be okay with it. If it was not optional, I would be wholly opposed.
 
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