Optional: Trading System
This simple trading system is optional for usage in iRP/AC. Players can use it at will to standardize and maybe ease their roleplays and maybe shortcut some plays or feel better when dealing with NPCs.
The official iRP/AC Dice HUD is available in the landing hub of the sim. Only this iRP/AC Dice HUD may be used for any kind of dice rolls on iRP/AC. Usage of any other dice HUDs, prims or similar will be considered cheating.
In iRP/AC the trade system can be used to ease and standardize trading so a player can focus on other contents of roleplay - if their RP partners agree. Basically it works like this: Items of certain categories are acquired by scavenging, hunting or other trades, maybe even theft and murder. Below the basic exchange rates based on "Gewgaw", random finds, can be found. Depending on the quality of the item one holds and the demand for the item one offers or requests, a final exchange rate is calculated or estimated.
- Ⓖ: Gewgaw (basic unit for price comparison)
- Ⓢ: Scrap (usually mechanic, technical, electronical stuff or tools, avg. 5 pounds)
- Ⓧ: Services (various services executed, e.g. recharging batteries, organizing something (dangerous to trivial), delivering a message, sex, killing someone, etc.)
- Ⓐ: Ammunition
- Ⓔ: Energysource (car battery, accumulator battery, etc.)
- Ⓕ: Food
- Ⓛ: Lifestock (living animal / living human, pet, slave, etc.)
- Ⓜ: Medications / Medical equipment
- Ⓞ: Oil, Gasoline (a.k.a. Guzzoline, also Diesel, Grease, etc.)
- Ⓡ: Raw Resources / Materials
- Ⓦ: Water.
- Value *5: ITEM: intact / FOOD: healthy/alive / WATER: fresh/untainted
- Value *2: ITEM: worn/dirty/bloody / FOOD: dead & rotten / WATER: moldy/stale
- Value *1: ITEM: rusted/damaged/slightly ripped / FOOD/WATER: slightly radiated/infected
- Value *0.5: ITEM: broken/ripped / FOOD/WATER: radiated/infected
- Value *0.1: ITEM: destroyed/shredded/burned / FOOD/WATER: deadly radiated/infected
Also supply & demand changes the value and trade price of an item. Seen from the demand side, these factors are:
- Value *0.1 - *0.5: low demand
- Value *1: medium demand
- Value *1.5 - *3: high demand
- Value *5 - *10: life depending
- Value *5 - *10: ADDITIONALLY, if the trade partner is an enemy or else highly disliked (this stacks with the above demand levels).
- for 1 Ⓖ one gets 1 Ⓖ
- for 1 Ⓢ one gets 3 Ⓖ
- for 1 Ⓐ one gets 3 Ⓖ
- for 1 Ⓔ one gets 3 Ⓖ
- for 1 Ⓕ one gets 2 Ⓖ
- for 1 Ⓛ one gets 15 Ⓖ
- for 1 Ⓜ one gets 10 Ⓖ
- for 1 Ⓞ one gets 2 Ⓖ
- for 1 Ⓡ one gets 1 Ⓖ
- for 1 Ⓦ one gets 2 Ⓖ
- Services (Ⓧ) are varying strongly, depending on the kind of service.
In fact, moving from city to forest or vice versa, a character has to travel 60 miles, partly on roads, partly through wilderness, which alone, by foot, is a 1-2 days long journey. In addition they need to walk carefully, as they have to cross the turf of the savage and partly cannibal hunters, the Emerald Tribe, and also the raider punks of the Queen Riot Seahawks waylay here and there on this 60 miles distance, on the city side towards Seattle. And on the forest side of this 60 miles distance small herds of Zombies/Infected roam that may force a character to drop items so they can run away faster.
This is of course also optional and for the case that a player should want to include this level of realism to their roleplay: All these dangers result in a 50% chance (1-50 on the iRP/AC dice HUD) to be stripped of all trade goods a character or group of characters carries for the purpose of trading, respectively their scavenge findings and their hunted prey. Using a vehicle to pass the 60 miles reduces that risk by 20% points, and each comrade one travels with reduces the risk by 10% each in addition.