Forums » Suggestions
Selling in Conquerable Stations
Right now, conq stations are stations that don't sell anything (obviously). What I'm proposing is that when someone comes with commodities or weapons to the station and sells it, the station stockpiles it on that list. For example:
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Positrons: 1,465 credits (just a random price I made up)
200 available
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The weapons will be available to everyone that has keys for that particular station. However, there should also be an option on the key to revoke an individual's access to the stockpile (only on the User keys ofc). If you sell ships to the station too, it should also be stockpiled in the station, available to anyone who does not have the rights revoked. Also, whenever the station full of stuff is conquered by another team, the stockpile is automatically available to be sold to them instead of the team that originally had it.
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Centurion (1,000 credits)(2 available)
Centurion MKII (3,000 credits)(5 available)
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This would lead to several points:
1) IT WILL LEAD TO PLAYER TRADE. People are selling to stations, and people buy from the station. A good idea would be for ALL of the stations to be like this, but we can use Conquerable Stations to test it out as well as to add MEANING to them. Right now, capturing them is just a show of power and for making Tridents. They should have some more worth than that.
2) Since the Conquerable Station has no license or faction limits, it can lead to newbies getting MUCH better equipment and can learn more efficiently than ones with free buses. Of course, this will NOT replace the fact that you should level your licenses. In fact, depending too much on the stations will ultimately lead to demise.
3) It includes Conquerable Stations into trading. Right now they are useless for that. They should be, in fact, CENTERS for trading.
4) Arms dealers have more of a role now. An entire guild can be based off the fact that they'll move weapons to a conq station for a side, and of course for a price.
5) A new role appears: ship traders. Again, entire guilds can be based off selling ships to a side in the war.
Thoughts?
-----------------------------------------------------
Positrons: 1,465 credits (just a random price I made up)
200 available
-----------------------------------------------------
The weapons will be available to everyone that has keys for that particular station. However, there should also be an option on the key to revoke an individual's access to the stockpile (only on the User keys ofc). If you sell ships to the station too, it should also be stockpiled in the station, available to anyone who does not have the rights revoked. Also, whenever the station full of stuff is conquered by another team, the stockpile is automatically available to be sold to them instead of the team that originally had it.
------------------------------------------
Centurion (1,000 credits)(2 available)
Centurion MKII (3,000 credits)(5 available)
------------------------------------------
This would lead to several points:
1) IT WILL LEAD TO PLAYER TRADE. People are selling to stations, and people buy from the station. A good idea would be for ALL of the stations to be like this, but we can use Conquerable Stations to test it out as well as to add MEANING to them. Right now, capturing them is just a show of power and for making Tridents. They should have some more worth than that.
2) Since the Conquerable Station has no license or faction limits, it can lead to newbies getting MUCH better equipment and can learn more efficiently than ones with free buses. Of course, this will NOT replace the fact that you should level your licenses. In fact, depending too much on the stations will ultimately lead to demise.
3) It includes Conquerable Stations into trading. Right now they are useless for that. They should be, in fact, CENTERS for trading.
4) Arms dealers have more of a role now. An entire guild can be based off the fact that they'll move weapons to a conq station for a side, and of course for a price.
5) A new role appears: ship traders. Again, entire guilds can be based off selling ships to a side in the war.
Thoughts?
I suggested something similar a while back for a narrower set of items. http://www.vendetta-online.com/x/msgboard/3/25190
+1 I like this idea. It'd also make it so pirates have a good reason to take over a station: Buy out all of the store.
The end effect of that would probably result in a feature that doesn't get used a whole lot...
+1 I like this idea. It'd also make it so pirates have a good reason to take over a station: Buy out all of the store.
The end effect of that would probably result in a feature that doesn't get used a whole lot...
I'd rather have that for all stations in the verse, as it would make the game a bit more dynamic.
But +1
But +1
-1 I would like to see them sell things, but don't limit the quantity or complicate keys more then they are. However I will point out that not being able to buy ships there means you have to plan your defense or defend from further away and that could be important. I don't know how you would "take" a station if the current owners had limitless ships inside.
Perhaps when you "loose" the station everything in it's hold goes on sell first come first serve. Though could be interesting, and would make them worth defending.
Perhaps when you "loose" the station everything in it's hold goes on sell first come first serve. Though could be interesting, and would make them worth defending.
"-1 I would like to see them sell things but don't limit the quantity or complicate keys more then they are."
Err, who said anything about limiting? And plus the station cargo hold does that anyway! If you want more space, you rent it. And please god don't put it on those broken ass keys.
Err, who said anything about limiting? And plus the station cargo hold does that anyway! If you want more space, you rent it. And please god don't put it on those broken ass keys.
"...limitless ships inside"
Read the suggestion. It's not limitless.
And how exactly how does it complicate it further? It just adds a button under the Revoke Keys button that says "Remove Power to Buy"
Read the suggestion. It's not limitless.
And how exactly how does it complicate it further? It just adds a button under the Revoke Keys button that says "Remove Power to Buy"
"Read the suggestion. It's not limitless." .. No that was in reference to my statement that it should not be limited.
"And how exactly how does it complicate it further?" .. More buttons = more complicated, and I thought you meant something like "Remove Power to Buy Item x" | "Remove Power to buy Item Y" type things.
Plus keys are not a well received feature. I like them, but others don't. So adding features to keys doesn't seem like the way to go.
@Kierky the OP want to limit things like 5 ships or 10 blasters. I don' t care for that idea.
"And how exactly how does it complicate it further?" .. More buttons = more complicated, and I thought you meant something like "Remove Power to Buy Item x" | "Remove Power to buy Item Y" type things.
Plus keys are not a well received feature. I like them, but others don't. So adding features to keys doesn't seem like the way to go.
@Kierky the OP want to limit things like 5 ships or 10 blasters. I don' t care for that idea.
I don't think there should be a limit the ships or weapons to a specific number, it all depends on how much of that item is brought there.
Bump
Bumping threads after only a week is terrible form.
Kids these days!
-1
+1 to make ConqStations some usefull MARKETs.
I love the idea that its stores are a sort of bounty... gives one good reason why NOT stockpile lots of stuff there, while still fostering "black market".
So, let's clear out few details, for a simpler implementation:
-ConqStations does not produce anything but EC-89's (I'd prefer EC88 there) and Gov'Blaster
-Any items SOLD to a ConqStation integrates its single store
-->So, any given ConqStation only sells items that some player sold to it
*PRICE:
-When conquered, all purchase and sell prices are zeroed
---sell price=0 means do not sell
---purchase price=0 means anyone can "deliver" items to station to be sold
-Owner can set a purchase and sell price for any item any time, including 0
*SELL: Any item with price>0 will be offered to any docked player. Credits are tranfered to station owner
*PURCHASE: Station owner deposits a value and setup price and demand for items. Station will purchase up to {demand} items or zero credits from anyone docked.
Why no limits on bank, items or stockpiles?
Because if station is conquered, new owner gets all credits and items. Risk vs reward!
I love the idea that its stores are a sort of bounty... gives one good reason why NOT stockpile lots of stuff there, while still fostering "black market".
So, let's clear out few details, for a simpler implementation:
-ConqStations does not produce anything but EC-89's (I'd prefer EC88 there) and Gov'Blaster
-Any items SOLD to a ConqStation integrates its single store
-->So, any given ConqStation only sells items that some player sold to it
*PRICE:
-When conquered, all purchase and sell prices are zeroed
---sell price=0 means do not sell
---purchase price=0 means anyone can "deliver" items to station to be sold
-Owner can set a purchase and sell price for any item any time, including 0
*SELL: Any item with price>0 will be offered to any docked player. Credits are tranfered to station owner
*PURCHASE: Station owner deposits a value and setup price and demand for items. Station will purchase up to {demand} items or zero credits from anyone docked.
Why no limits on bank, items or stockpiles?
Because if station is conquered, new owner gets all credits and items. Risk vs reward!