Item Cost Structure

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Dark Jedi Brotherhood
This article is part of the series:
Regent Policies
Documentation
Item Structure
Item Aspects
Item Rarity
Item Cost
Member Possessions
Unit Possessions
Credit Accounts
Research & Shopping
Item Upgrades
Policies
Item Prototype Approval Policy
Item Aspect Approval Policy
Salary Policy
Dominion Policy
Artifact Policy
Current Staff
RGT Zxyl Bes'uliik Taldrya
P:RGT Thran Palpatine
M:RGT Various Members

This Item Cost Structure outlines the basic structure and logic used to determine the base value of items in the possessions system. Note that the base value of a prototype item can differ from the actual value of individual instances of that item for sale in stores or owned by members or units. The logic and values are carefully controlled by the Regent to ensure balance and integrity in the system and ensure an enjoyable member experience.

Formulas

All prototype items have an Item Type, Item Category, Rarity, and Rating, that give it a relative existence to other items in the system. These four variables determine the base cost of an item, with a fifth override used in unique situations.

  • Item Type x Item Category x Rarity x Rating = Base Value

If an item has an override value specified, that value will take precedent such that the formula is as follows.

  • Override Value = Base Value

Variables

Looking at each of these four variables will help to document the reason for formula.

Item Type

This Item Type determines structurally where an item can be slotted or equipped in a loadout. As such, there are major structural differences between items of varying types and forms a baseline for the system. All of this is balanced around the idea that a simple bladed weapon will have a cost of 100 credits. Where all other Item Types are costed according to how much more or less expensive than this it should be. For example, the Item Type of space vehicle has a baseline of 10,000 credits or 100x the value of a simple bladed weapon.

Item Category

The Item Category determines structurally what can be purchased and sold, as well as what an item is and how it's used. As such, there is still a considerable difference between items of varying categories and multipliers are used to deviate their cost relative to one another. All of this is balanced within each set of Item Categories grouped under a set of Item Types, to continue with the simple bladed weapon example, the dagger category has a multiplier of 1.0, where a blaster pistol has a multiplier of 5.0, meaning blaster pistols are 5x as expensive as simple bladed weapons.

Rarity

The rarity of an item has a specific intent and purpose in the system, see that specific page for more information here. In general, the rarer an item, the more base functionality, and customization is possible with consideration for other similar item types and categories. With common being the baseline at a value of 1.0, each subsequent upgrade in rarity sees a 3.0x increase in the value of that item.

Rating

In order to provide the fine tuning necessary to cost out hundreds of items, and make a system that is scalable as it expands in the future, a fourth value exists on all items, a rating. This rating helps to differentiate the relative value of two items within the same Item Type, Category, and Rarity Level. A perfect example might be blaster pistols, where over a dozen uncommon rarity level blaster pistol weapons exist, and all of these are rated accordingly against one another so each is appropriately costed relative to one another.

Override

There are certain situations where a cost override is necessary, to break the formula and allow an item to be costed out properly in the system given its unique circumstances. A perfect example of this would be the armory DL-44 blaster pistol. With a rarity level of commodity, since it is given away and has no perceived prestige in the system, it has a base value of 0 credits. This, however, prevents it from being sold in any stores and members would be stuck with it, so despite the formula, the cost is overridden to 10 credits. This is used throughout the system only as necessary to keep all over relative values intact.

Application

When applied properly to all items in the possessions systems, this item cost structure allows the Dark Jedi Brotherhood to operate a possessions system that is balanced for the membership free of bias from various sources and documentation within Star Wars sources. In the future as new item lists are evaluated, they must simply be properly assigned a type, category, and rarity, and ranked out according to the options already existing in that subset to achieve a base cost that is appropriate and relative to the existing system.