i liked in FO1/2 when a pistol was like 2000 caps but a mutfruit like 1 cap and a pipe rifle like 600 caps
that's what i want to emulate. i remember having to save up for that next item cause i was broke as hell starting up and had literarily nothing.
in fo3 i could easily buy anything by collecting all the raider armors and enemies armors and selling everything for caps making sooo much . i could literarily get anything i wanted by selling all my junk.
I agree with you, mostly:
Renewable "free" items like mutfruits are likely to be cheap. Raider armor is basically made of garbage and I wouldn't pay more than 3 caps for it!
Economic Failures of the FO3 devs:
-Raider armor provides more DR than it should and costs too much -- in addition to being made of trash, a lot of the armor doesn't cover a lot of skin, and for pieces like the Painspike Armor, it's only if the raider gets lucky enough that the bullet happens to hit the radiator plate covering the chest is where we'd see acceptable DR.
-Loose caps are far too commonly found. In desks and boxes everywhere. In safes *with* pre-war money??? Why would anyone keep bottlecaps??
Pre war clothing (not the dirty versions) would have some value -- it's nice, comfortable, and has the ability to keep you warm in winder, or for spring and summer wear, keep you cool and comfortable in warm weather. I wouldn't pay more than 5 caps though
For a .32 pistol I'd pay a max of 10 caps. Or maybe 20 but that's pushing it.
I'd pay up to 80 caps max for an assault rifle.
Anyhow I think you see my point: the cost of the (some) items isn't really the problem. The
real problem is that caps are far too common.
I'd try devaluing Raider gear and low tech items, such as nailboards (2 caps if at 100% health), baseball bats (no more than 3 caps), etc.
That's the main culprit.
Another ...kind of sore point: I
always though it bizarre that you could literally go around picking up
trash and then
sell it! I'd honestly classify all junk items with a zero cap cost because it makes sense.
The only junk items I'd give some cap value to is stuff that can be used in making other items UNLESS it is a really common item like tin cans or paint guns: those would still be worth zero caps.
Of course, poor Wolfgang is going to be carrying around a bunch of useless inventory, BUT, it's ok: in vanilla he's the one who's got the best Repair ability.
If I was a mod-maker, I'd set it so Crazy Wolfgang be the
only person in the game who'd buy junk items from you for caps, and all others would just offer zero caps for junk items
Hand grenades it turn out, only cost about $30 each!
http://www.inetres.com/gp/military/infantry/grenade/hand.html