Forums » Suggestions

Trading outpost/hub

«12
Aug 08, 2012 draugath link
Faille, everything is harder than non-programmers think, especially when trying to make it work within the confines of a mature codebase. That being said, with this being a likely new element without any parts already (half-)implemented, it should be relatively simple. That still doesn't address the availability of man-hours to actually work on it though.
Aug 08, 2012 Faille Corvelle link
Oh, I realize it wouldn't be "simple" and I understand the difficulty of working within an existing framework with out breaking stuff. There are several aspects that would need all new functionality (players being able to post the buy/sell orders, the ability to unload into another players storage etc... prolly some I simply can't be aware of due to my lack of programming knowledge)...

I should have said it shouldn't be too hard to implement compared to some other ideas getting floated around. It's just the simplest approach I could think of.

Faille.
Aug 09, 2012 Alloh link
Well...

First, on dificulty of developing a market "service", just consider how many different FREE frameworks already exist for "web-shops", if Devs adopt that concept of web-based SERVICEs... then make it accesible from game client PDA... while all development can be done using a simple browser for testing, while making possible to integrate part of the "game universe" with mobile phones and the WWW...

Second, I'd like to see ONE and just one Black Market station, where you can trade anything. P2P, not P2E as now. Even ships. And surely that will be a stalked station, that's part of the plan and adds fun!

Then, the same code can go to other stations, but with restrictions on categories. Like only Barracks stations accept to trade weapons, but not food, ships, etc. And ConqStations only allows trading with station owner, to make it truly "conquerable"... so the station owner(s) can buy and sell to other players, but other players cannot trade with each other.

-Single BLACKMARKET station, allows full P2P including ships
-Regular stations offer regulated market
-Conquerable stations limited to trading with owners
*Only Blackmarket station trade SHIPS and all categories. All other stations cannot trade ships and only deal with a few classes of goods, as weapons, components, ores, food...

If most prefer, we can start without auction, just demanding fixed price set by seller. But it would be fun to have auctions for rarest items, charging a larger fee per transaction...
Aug 09, 2012 TerranAmbassador link
-1 to Alloh
Aug 09, 2012 Waterseas link
Well that's helpful >.> -1 to what part of Alloh's post?
Aug 09, 2012 Lord~spidey link
Who gives a fuck its Alloh, I just ignore the lot of his suggestions.
Aug 09, 2012 Death Fluffy link
I think these suggestions don't really capture the spirit of player to player transactions. Stations, whether one or all need to be left out of the equation. Now here is what I propose.

Players who want to exchange or sell / buy items from other players arrive at a mutually agreed upon location with the items in question. This could be at a regular or conc station, an empty sector or a mining sector. I would recommend against conducting transactions at wormholes or in hive bot sectors, but that is the players prerogative.

The player bringing the goods for trade or sale could then jettison part or all of his / her cargo into space allowing the other player to collect it. For this I recommend similar sized ships, or at least the buyer / receiver should have cargo hold that matches or exceeds that of the individual providing the goods.

If the transaction is a trade, then the second player would follow the example above and jettison part or all of his / her cargo for the first player to retrieve.

If the transaction is a purchase then a method of giving credits could be created that allows player 2 to pay. Something along the lines of /paytheman 100000 Player1

This would create a delightful tedious method of exchanging product- especially in large volumes between players. It also makes p2p trades public knowledge in the event that a third player enters the sector. This public exchange further enhances the experience because it opens the transaction up to unnecessary risk.
Aug 09, 2012 draugath link
/me smacks Death Fluffy with a herring.