I'm already thinking of things I could do. First, I could put a limit and weight on caps. I think the largest cap expense would be the 12,000 for the regen implant. So, unless anyone else has spent more than that for a single item, that seems like a good limit. Of course, you don't need to liquidate everything. You can stash an infinite amount of stuff in a safehouse. So, this is only a partial solution. I'm thinking of also making no container safe (what? you're the only person in the wastes immune to burglary?) and possibly creating containers (in appropriate locations) where you can store stuff, but you're taxed on the value of what you are storing (probably making you pay your tab every time you want to access it). Though I might not have enough skill with the GECK for the latter.
Another thing I considered is tweaking item values. Ammo is absurdly cheap, for instance. And, oddly enough, a 9mm round is worth as much as a tin can. However, I don't think that would solve the problem. The PC finds tons of stuff around the wasteland. Just taking out a small pack of bandits yields an arsenal. If prices go up, it would also apply to the things the PC sells as well. I could tweak the barter variables, making the economy favor the merchants. However, it would probably be a little unfair, not to mention bizarre, to have a system where a PC with 100 barter can trade a merchant two stims for one in return.
Yet another possibility is to lower the amount of stuff generated in containers or on NPCs, have any gear they carry be in shoddy condition, and maybe tweaking item values on top of it. This may be at the core of the economic imbalance. The PC doesn't really need merchants, as there's tons of stuff everywhere to loot. If one lowers the salvage content, PCs are getting less for "free" and therefore have to struggle more economically.
But that's what I'm thinking so far. Any thoughts?
