I've thought about stuff like this before. There are additional issues.
Let's say that Player Z plays with Players A, B, C, and D, and puts an item up for sale. Then Player A plays a game with Player X, and Player X buys the item. At the same time, Player B plays a game with Player Y, and Player Y buys the same item.
Player X and Player Y both just bought the one item that Player Z put up for sale, because they played with different players who had both played with Player Z recently.
This would be a fairly common occurrence. You would have to create some sort of system to at least prevent Player Z from getting paid twice in the event that he/she ran into both Players X and Y in the future. There would be no way to prevent the spawning of multiple copies of the same sale, but at the least you could prevent double payments.
Edit: Also, these bank files would get pretty massive.
Trigger, layout, interface specialist for Aeon of Storms.
Nardival Regular ShmoeSup Mapsters.
Been a while since I've delved into mapping, and as always, I'm trying to push the boundaries of what I know / what the editor can do. So i'll just jump right ahead and shoot:
Banks allow for player-data to be saved (locally?) - so, in the simplest example, your 'exp' and 'level' are tracked persistently while you play through a custom arcade map many times.
What I was wondering was whether or not it would be possible to build this functionality into a sort of marketplace for a 'proof of concept', space-rpg type map. I think it would be easiest if i just listed a few examples and outcomes:
Now for the only pitfall / downside to the system:
Thoughts?