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Amroth
Greenhorn
Joined: 09 Mar 2011
Location: usa
Status: Offline
Points: 78
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Topic: 13MAR11 - Early trade changes Posted: 31 Mar 2011 at 14:43 |
These are nice improve. I would still like to see caravans deploy from one city, collect goods and deliver to another city of same member? This sounds reasonable as the Lord of both should have ability to divert caravan to another holding, also should be able to purchase at marketplace and assign destination for goods delivered. Since goods purchased are delivered, the buying party should be able to specify delivery locale. Advanced trade aspects for your consideration...
now how bout border fortresses that are erected at distance from city and garrisoned with soldiers from city within distance boundary. and fortress forces should be able to auto deploy (if set to) against hostile invading forces (diplomatic or military), coming in within designated range of position. These fortresses also open to attack and should be able to have defensive levels and fortification additions upgradable also. Advanced territorial security aspects for your consideration...
finally, how bout anti dip units that can go into another player holding and attack diplomatic units there? Advanced diplomatic interaction aspects for consideration... keep up the good work, we are happy to see Illyriad change and grow. nice job with this.
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3926
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Posted: 20 Mar 2011 at 18:30 |
hydraa wrote:
There are a couple of quests that need to be reworded slightly because of these changes (tipsy cantering) |
Indeed there are, and ty hydraa for mentioning them, as they were overlooked. 3 Quest descriptions have been changed to remove the "you need a marketplace Lx" text. Many thanks, SC
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hydraa
Wordsmith
Joined: 15 Jan 2011
Status: Offline
Points: 108
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Posted: 20 Mar 2011 at 13:40 |
There are a couple of quests that need to be reworded slightly because of these changes (tipsy cantering)
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xBloodxPoolx
New Poster
Joined: 23 Jan 2011
Status: Offline
Points: 28
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Posted: 15 Mar 2011 at 06:05 |
70 caravans per town this is going to be great!!!
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G0DsDestroyer
Postmaster
Joined: 16 Sep 2010
Location: Ásgarð/Vanaheim
Status: Offline
Points: 975
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Posted: 14 Mar 2011 at 17:48 |
Perhaps have a cost for the caravans trip distance? and no other cost? Say a caravan travels 100 squares(back and forth) and that costs 50 gold, or another scenario like that, that would solve the caravan being disbanded during travel time, either that or have it disbanded as soon as it is done delivering goods.
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shaagar
New Poster
Joined: 16 Aug 2010
Status: Offline
Points: 13
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Posted: 14 Mar 2011 at 17:08 |
I agree with Raritor! Good changes, I'm upgrading my trading skills yet in all my cities I'm a trading enthusiast!
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Brids17
Postmaster General
Joined: 30 Jul 2010
Location: Canada
Status: Offline
Points: 1483
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Posted: 14 Mar 2011 at 17:06 |
GM Stormcrow wrote:
Would this not (as things are currently, before "trade visibility" is implemented) create an out-of-your-control variable P&L on a trade? A player at the other end of the map who accepts your trade deals and thereby tying up your caravans for a 6-day round trip, costing you X gold, might then turn your trade into a loss - and you had no control over it. |
Still no to make it so people can say people X distance away cannot accept your trade offers?
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Mr. Ubiquitous Feral
Forum Warrior
Joined: 01 Jan 2011
Location: U.S.A.
Status: Offline
Points: 419
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Posted: 14 Mar 2011 at 16:33 |
My not silly idea;
1) Create 'Merchant' class as a player role.
2) Merchant player would pay business tax based on actual profits.
3) Merchant would have access to different styles of caravan to build, at differing costs and upkeep.
4) I eat pizza.
I'm just saying, you know?
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I am a Machine.
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 14 Mar 2011 at 12:33 |
Factoring operating costs into merchantile operations rarely works out into something that can be simply mapped to a per-sale overhead anyway. Traders would just have to be competent economists, else wing it.
And, of course, challenge => opportunity
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McFarhquar
New Poster
Joined: 08 Jul 2010
Status: Offline
Points: 18
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Posted: 14 Mar 2011 at 12:04 |
Another idea, once Trade v2 is implemented, is to have a caravan tax rather than caravan upkeep. Have the Imperial tax rate be incremented based on the number of caravans owned. That would eliminate the "run out of money" problem, as charges could only be incurred if the player had enough gold to complete the transaction.
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