I'm just about to the playtesting phase of a pirate game I've created.
The game is based on a sailing and combat mechanic I'm happy with. It's on a hex grid with a wind direction, and d6s representing cannons. But I feel like it needs some flavor to give players something to do other than beat the snot out of one another.
I came up with a mercantile mechanic that will enable players to buy and sell commodities at market value, attempting to make a profit which enables them to upgrade their ships and gain an advantage in battle. This is a very familiar mechanic in computer games. Buy low, sell high, call it a day
I don't want to devote much head-space to understanding the mercantile rules; this is supposed to be a game about pirates after all. But I've found that the simple price fluctuations and compound arithmetic, is not as easy to reproduce as I originally thought. If I buy 20 of this, 50 of that, and then I want to spend all my remaining money... it gets more like homework and less like fun.
Initially I thought let each commodity be a polyhedral die. But that presents a practical and pricing problem, and the results from the dice are not ideal (too easy to make a 1200% profit) Now I'm thinking cards may be the best bet. There are no other cards in the game, but I can make a set of economy cards to be dealt at the beginning of the game to each of 6 ports. That means the prices per port don't actually fluctuate, but you can find different market values by sailing to multiple ports. I still have the math problem a bit, but I can do the math for common multiples on the cards for the players.
So for instance, each card would say something like:
Cocoa: (7 for 1) (35 for 5)
Sugar: (11 for 1) (55 for 5)
Tobacco: (12 for 1) (60 for 6)
Citrus: (19 for 1) (95 for 5)
And cards would be different at different ports within a range (with cocoa being on average the lowest price, sugar next, and so on)
I'm not sure; something still feels inelegant about it to me. Can I get some suggestions?
I'm not sure I understand you Jack, what do you mean by limit the number that can be bought?
I understand the idea of a standard value, but now with a standard value, plus or minus a modifier, times the number I want to buy, isn't that even more complicated? I just had one price for both buying and selling
Also, wouldn't I just buy all the cocoa at port 2, sell it back at a profit of 40, rinse, repeat?