Forums » Suggestions
Does everything revolve around Trident parts anymore?
eh?
eh?
Updated with Rin's critique.
Re: Draug, a screen like commodities would work equally well, though that would almost exclusively lend itself to an "until fulfilled" model.
Re: ARF, I don't think this is specific to trident parts. I dislike hauling. I'd pay to have procurement goods shipped. I'd pay to have blasters shipped. Hell, I've paid to have training blasters shipped. Let's implement some sort of player economy, and then worry about expanding it to non-merchant roles.
Re: Draug, a screen like commodities would work equally well, though that would almost exclusively lend itself to an "until fulfilled" model.
Re: ARF, I don't think this is specific to trident parts. I dislike hauling. I'd pay to have procurement goods shipped. I'd pay to have blasters shipped. Hell, I've paid to have training blasters shipped. Let's implement some sort of player economy, and then worry about expanding it to non-merchant roles.
You guys are making this too complicated. And why shouldn't partial deliveries be accepted?
1. Buyer docks with station where the job is to be posted
2. Buyer specifies item to be requested, quantity desired, and price per unit
3. Buyer must have enough space in station inventory to accommodate volume of entire order, and that space is reserved until the order is fulfilled completely
4. (Price per unit) x (qty) + (handling fee) credits deducted from buyer (for convenience, total should be displayed prior to buyer's final submission of order)
* Job order is posted *
5. The order is viewable from anywhere
6. Any seller located at the delivery station chooses to deliver any amount, up to the max and is paid (price per unit) x (number delivered). Goods are transferred to buyer's inventory immediately.
7. Order gets updated to reflect the amount of goods still needed (e.g. order for 1,000 units with 200 delivered now displays 800 as still needed)
8. Anyone can fulfill the remaining order at any time (but must be at delivery station to do so). Fastest player takes the prize.
9. Buyer can cancel order at any time, and is credited with (price per unit) x (quantity remaining to be delivered). Handling fee is lost.
1. Buyer docks with station where the job is to be posted
2. Buyer specifies item to be requested, quantity desired, and price per unit
3. Buyer must have enough space in station inventory to accommodate volume of entire order, and that space is reserved until the order is fulfilled completely
4. (Price per unit) x (qty) + (handling fee) credits deducted from buyer (for convenience, total should be displayed prior to buyer's final submission of order)
* Job order is posted *
5. The order is viewable from anywhere
6. Any seller located at the delivery station chooses to deliver any amount, up to the max and is paid (price per unit) x (number delivered). Goods are transferred to buyer's inventory immediately.
7. Order gets updated to reflect the amount of goods still needed (e.g. order for 1,000 units with 200 delivered now displays 800 as still needed)
8. Anyone can fulfill the remaining order at any time (but must be at delivery station to do so). Fastest player takes the prize.
9. Buyer can cancel order at any time, and is credited with (price per unit) x (quantity remaining to be delivered). Handling fee is lost.
That's what Savet already said.
Not quite. Savet was proposing 2 alternate types of orders with a number of exceptions to handle for incomplete/aborted orders, refunds to the seller, etc.
I'm proposing a single type of order only and to keep things simple. The seller does not "accept" the order. They just read the posting, go to the destination, and make the delivery, where the fastest seller gets the sale. Partial deliveries are allowed, and multiple sellers can fulfill the same order.
[EDIT]
And offering trade XP is probably not a good idea. What's to prevent two players from trading the same item back and forth to each other via job orders all day long?
I'm proposing a single type of order only and to keep things simple. The seller does not "accept" the order. They just read the posting, go to the destination, and make the delivery, where the fastest seller gets the sale. Partial deliveries are allowed, and multiple sellers can fulfill the same order.
[EDIT]
And offering trade XP is probably not a good idea. What's to prevent two players from trading the same item back and forth to each other via job orders all day long?
Meridian, your variant is super easy to use for harassment. There must be some kind of protection from someone just taking your job (so no one else could) and not completing it.
With my latest suggestion and meridian's you don't "Accept" a posting. These aren't missions in the traditional sense. Anyone can deliver or buy and partial purchases or deliveries are acceptable.
Re: XP, there should be a benefit for engaging in player trade. Killing players grants combat XP. Not fair if pirates benefit from killing you, but you don't benefit from selling to pirates.
You benefit from not having to worry about a pirate stumbling upon your illicit trade dealings.
Except that it also advertises what will be shipped. Why are we opposed to rewarding players for engaging in player to player trade?
The problem is the potential to "cheat" by two people just sitting there and trading back and forth over and over, grinding their XP at the sole cost of the handling fee without ever leaving the station.
That could be lessened by restricting how much XP you can get per day from each individual.
That could be lessened by restricting how much XP you can get per day from each individual.
That....and making the handling fee high enough that it becomes a cost-value proposition. I think the benefit of encouraging player trade is worth the "risk" of abuse, since the abuse really doesn't hurt anyone. The limit to the impact is that the person is able to buy better trade ships. So I agree. Put a limit on the XP that can be gained in a day and make the handling fee higher, maybe 20-50%.