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VIctoria Ballentyne
Minmatar Pale Riders Incorporated
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Posted - 2006.12.28 14:40:00 -
[1]
Trade Goods.... sigh.
I've turned many a million isk ferrying these damn things from station to station, even blowing up the highsec freighter convoys and stealing their trade goods and selling them.
But we can't build them, only trade or obtain them from mission/convoy or lame gifts from agents.
I'd like the ability, once you have a high enough rating with a particular corp to be able to build these trade goods. Perhaps an additional option on a station to buy or rent industrial/manufacturing facilities, not ones that produce ship components or ammo, but ones that can build SPirits, Tobacco, Quaffe, Recreational vehicles, all the narcotics etc etc.
Expand the trading aspect to this, allowing number of facilities that can be rented/owned to be modified as usual by the skills. Hell, call me ebil, but I'd also like the option to have a low sec facility to turn all those homeless and janitors into Exotic Dancers or Slaves.
VIc
"Forbid a man to think for himself or to act for himself and you may add the joy of piracy and the zest of smuggling to his life" |
shady trader
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Posted - 2006.12.28 16:45:00 -
[2]
I believe that they have long term places to be able to create trade goods. Its one of the idea's behinf planetary interfaction as most trade goods are supposed to be made or used on planets mainly, e.g. food, tabacoo etc.
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Valandril
Caldari Resurrection R i s e
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Posted - 2006.12.28 17:51:00 -
[3]
This is not trivial issue, lets think about it.
Ie. lets say you want to create quaffe so what ccp need to develop: - Quafe bpo
Then it comes to materia, lets say it use: - Apples - CO2 - Melted ronin members
You need to add this things into market, under trade goods. You want to produce materials for them alos ? Then for apples you need plantation etc. Just load of work for small effect, stick with trading stuff player are using, u can craft them also ----------------- My english bad, F1, F2, F3, F4...
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Faatina Lebass
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Posted - 2006.12.28 18:06:00 -
[4]
I don't know why you would put people in Quafe, but the idea isn't to have 'BPOs' for these things. The idea is to rent facilites already in place to build these things, making them more available. The problem with this idea, is that these 'flavor' items serve little game purpose, and their role in the game would need to be greatly increased in conjunction with allowing them to be produced, or we just create another way for people to print money (like the t2 bpo owners). Two possible sources for this greater use would be planetary interaction, and station raiding (completely different from walking around in stations, as the pod pilots wouldn't actually be raiding the station on foot, we're too valuble to society to die with from a 9mm in the throat while trying to break into that macro's ore hangar). All in all though I'm for having more things to produce, and possible have a use for my d amned transmitters. 10k of those things, and no desire to run them the 10 jumps i need to to sell them. And the gag effect of having 10 planetary vehicles 10 exotic dancers, and 10 science graduates in the surviving cargo hold for pirates to pick up.
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VIctoria Ballentyne
Minmatar Pale Riders Incorporated
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Posted - 2006.12.29 09:21:00 -
[5]
Originally by: Valandril
Ie. lets say you want to create quaffe so what ccp need to develop: - Quafe bpo
Then it comes to materia, lets say it use: - Apples - CO2 - Melted ronin members
Not necessarily, though Soylent Green would be an interesting trade item ;) There are plenty of ways to get the items necessary rather than putting in too many new ones. The ingredients can be given though rewards from the relevant agents in relevant corps, and taken from existing trade goods.
Load of work for small effect? Not at all. Stick with trading stuff players can use? LOL.... this is still a MMORPG, Traders and RP's can find a use for anything.
VIc
"Forbid a man to think for himself or to act for himself and you may add the joy of piracy and the zest of smuggling to his life" |
VIctoria Ballentyne
Minmatar Pale Riders Incorporated
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Posted - 2006.12.29 09:31:00 -
[6]
Planetary interaction with readily produced trade goods, interaction with agents and the progress of skills should be able to lead to some interesting options.
Selling the narcotics/slaves produced to a planetary black market, obtaining favoured trading status from your agents with regards to a certain goods on a certain planet. Actual trade missions where you have to sell a certain amount of goods to a certain faction/system and putting in rats that spawn when you atttempt to deliver, or jump you at jump points. Nothing which says you can't manipulate the current NPC traders to move your goods in system leaving them open to attack.
All ideas to flesh out the trading side of the game. And heaven forbid it becomes the same as the T2BPO barons (rant withheld) ;)
VIc
"Forbid a man to think for himself or to act for himself and you may add the joy of piracy and the zest of smuggling to his life" |
Spoon Thumb
Crystaline Green Order of the Khanid Crown
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Posted - 2006.12.31 14:46:00 -
[7]
My opinion:
----- Crystaline Green For Recruitment and Diplomatic contacts, channel KHANIDPUBLIC
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Tarron Sarek
Gallente Solid Industries Inc.
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Posted - 2006.12.31 15:13:00 -
[8]
Hm, I just ask myself - why? I can't really see how it would improve the game and not create new problems. How profitable would it be to sell the goods to NPCs? Guaranteed sales aren't good and might be uncontrollable. Also, most trade goods are products. Would you also want to produce the goods they're made of? For example, you might need some sort of sugar for quafe. Buy sugar from NPCs, or also make it yourself? That could lead to quite some chain in some cases. Where to stop? Imho it's a 'can of worms' as some like to say. I don't want to say it's a terrible idea or that I don't want to have it in the game. But it mustn't be exploitable and mustn't create a new big ISK source.
________________________ - Posting on forums can be more arduous than mowing your lawn with nail scissors - |
Spoon Thumb
Crystaline Green Order of the Khanid Crown
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Posted - 2006.12.31 15:40:00 -
[9]
Originally by: Tarron Sarek
But it mustn't be exploitable and mustn't create a new big ISK source.
No, that is what we are saying, trade goods and the "trading career" should be really viable compared to mission running or mining careers.
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I think there would also have to be a big increase in demand for NPC trade goods for this to really work.
Agent missions to procure certaion amounts of trade goods might be one way to stimulate Trade goods market, as well as having planetary interaction need them (in the same wat POS do)
----- Crystaline Green For Recruitment and Diplomatic contacts, channel KHANIDPUBLIC
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Tarron Sarek
Gallente Solid Industries Inc.
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Posted - 2006.12.31 16:12:00 -
[10]
Edited by: Tarron Sarek on 31/12/2006 16:16:11 Trading is trading and not producing. Correct me if I'm wrong, but the OP asked for ways to produce trade goods. The name trade goods suggests that they're meant to be bought and sold, not produced.
Or.. is it about "all the narcotics etc etc." in the end?
________________________ - Posting on forums can be more arduous than mowing your lawn with nail scissors - |
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