Reworking Trader faction

  • So here's the issue.

    You get a trader quest. You take your cages. You go to an island. You get your chickens/pigs. You sail to delivery point, and THEN you can start a new voyage.

    Compare that with the other factions, were you can continually start new voyages until you run out.

    So here's my solution:

    1. Trade voyagers are like Message In A Bottle voyagers - they were independent of your current voyage. This means you can go and do other things en-route to your trade location.

    2. You can buy cages/crates from the merchants.

    Instead of being assigned a cage, you have to buy it. Once you buy it it's yours forever, or at least until it goes to Davey Jones's locker. When you turn in a trade, you will receive an empty container in return.

    This allows players to go around capturing pigs and chickens to pre-empty trades instead of having to wait for one to be given.

    1. Transport voyages

    No chicken chasing in this type of voyage - you simply have to get something from point A to point B, but you must put down a security deposit, and you get that back + transport fees when you complete the trade. This could mean having 10, 20, maybe even 30 crates of items on the ship at higher levels - of course you'd have to work your way up to that.

    If you lose your cargo you can either take a reputation hit from traders faction, or try to source the cargo from another source.

    To indicate that the ship is carrying a lot of cargo, it should ride slightly lower in the water.

    1. Transferrable currency

    Allow players to transfer currency between each other. If a crew wants to sale around selling bananas and cannonballs to other players, let them.

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  • Some realy great ideas. I also posted something about trade company changes. I think u should be craft cages with yor woodenplanks and make them more rare. So solve 2 things.... 1 the cage point that u have to go always to an outpost and also that players have always enough wood to permanent repair there ships without thinking about what they do next.... if the wood supply shrinks u cant perma attack players or crash into rocks and stuff.

    My idea about other kinds of voyages are npc patrolling trader ship. Which u have to attack and plunder and then bring it back ... atleast we play it because we want to be pirats... even if they change it that u can be trader or pirat or something like that nobody would do the boring trader part...

    U can later evolve it to a patrolling trafing fleet and call it raid where u have to gather with other pirates and attack them together..

    But thinking about this is useless because the only threads which get reviewed and pushed the most are troll,flame and mimimi posts instead of actual real ideas and thoughts of players. They need a designated suggestion category maybe only for registerd insiders

  • @whitewolfaut I personally think, that if done right, we won't need NPC trade ships because players will fill that role.

    It'll give people who want to accept some risk but don't necessarily want a lot of combat something to do.

  • I like 1,2,3 and 4. BUT i've been thinking latley. I didn't initially like the MA voyages because lets face it, they suck in many ways. I honestly would beleive a 20% income boost on them would be fair. Unlike other voyages they are time sensitive, locational, involve destroyable animals and can be a massive pain in the a*s in the dark / storms / undergrowth to find.

    But they do essentially force a player into being a trader. You really can't engage in combat with valuable animals and explosives onboard. You're pinned to turning in at a single outpost. Players doing MA quests are the traders of the game. Doing pirate stuff on these devlivery voyages is super dangerous.

    So now I kinda like the way they are designed, I just think they need tweaking. There should be a decent minimum limit on how long a pig is satisfied for after eating. Crates should be a bought item. Income should go up slightly. Maybe even just 10%. Captains chests sell for 1200 ish and they are so much easier than finding a golden animal can sometimes be.

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