Prop 101
I wanted to put some sort of "worth" to items as well, but I couldn't figure out a good way to do it. I think this proposal fails at it too, as having an item's worth defined by sell requests is ripe for abuse: I can put up multiple sell requests for the same item, all of which are priced at an ridiculous price (like, say, 10^300000). Nobody could ever fill them, but I would only need four of any given item to win the game (just to prove it, I've gone and done it myself, so feel free to buy my Red Shells). Any other sell requests at a reasonable price could simply be filled yourself, to prevent blocking this from working. Therefore, I'd highly suggest everyone vote against this proposal if you have no interest in this game becoming a race to log in first and exploit it. If you want to fix the proposal so that it's not exploitable, you need to remove the reference to the Public Market altogether, and just leave the item's worth dependent upon it's frequency.
As for Coins not counting in Net Money, it wouldn't really matter. Anyone about to win with Net Worth would just cash in all their Coins if it made them count for more then they'd be worth otherwise, so low level players would still lose out.
PS to Jeff: Java Longs aren't long enough. :-P No worries though, I just dropped a few zeroes, it's still big enough to prove my point.
java.lang.NumberFormatException: For input string: "10000000000000000000"
at java.lang.NumberFormatException.forInputString(NumberFormatException.java:48)
at java.lang.Long.parseLong(Long.java:415)
at java.lang.Long.parseLong(Long.java:461)
at nomopoly4.PublicMarket.handlePost(PublicMarket.java:328)
at q17.server.http.HttpBranchServer.handlePost(HttpBranchServer.java:74)
at q17.server.http.HttpServer.handleConnection(HttpServer.java:331)
at q17.server.Server$ConnectionDispatcher.run(Server.java:209)
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