Bethesda's Pirates of the Caribbean had price fluctuations and trade between eight islands,
Yes, I had played some of the Buccaneer's Bounty collection and saw how supply and demand price fluctuations made things interesting. But of course those were more sim-type games then RPGs.
Buying all 9mm ammunition from gunrunners then fast traveling to primm or other town to sell them for profit, wait theree days, rinse and repeat......=Exploit
But those trade routes don't last long.
Yes, that's the thing about 'the invisible hand.'" It rewards the earliest birds with the biggest worms, and thus provides the massive incentive for getting goods and services completely distributed. But it goes on until there are a lot of birds and only a few worms. This is essentially what happened to the early ebay pioneers. New technology created new exploits in existing markets. Talk about an MMO!
Buying all 9mm ammunition from gunrunners then fast traveling to primm or other town to sell them for profit, wait theree days, rinse and repeat......=Exploit
I understand that someone created a "Fast travel interception" mod for Fallout 3. I.e., if you fast traveled, you would be stopped by a random encounter and forced to fight before you reached your destination. Such a mod could be used to balance out the rewards of an exploit.
But now even I'm beginning to see that this can get very complicated very quickly. Real life itself is pretty complicated as it is. (Which is why some some people prefer games.)