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Topic ClosedTrade '2.0' ideas, New unit(s), mechanics.

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Yso Sris View Drop Down
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Direct Link To This Post Topic: Trade '2.0' ideas, New unit(s), mechanics.
    Posted: 26 Oct 2011 at 12:42
I have an idea for adding an unique layer of depth to the market system, and that is to actually turn it into a 'system'. For those who have complained  I would have devs blindly copy EVE (blah, I'm only about copying what was exciting and worked), this as far as I know would be absolutely unique in comparison to anything else out there and would add a new layer of ingame involvement and engagement with neighbors.

 First, thieves, scrap 'em. Absolutely retarded. While I will shamelessly continue to avail myself of existing game mechanics, it is absolutely absurd that thousands of guys in face masks are going to descend upon a city and sneek off with tons industrial resources. If you want loot, send a frikking army, or intercept caravans after pathfinding.

 That out of the way, localize trading. That is, I select goods and place them on the market in-town.
A new sales-geek type unit would have to be dispatched to any town with some kinda visible open-to-trading indicator to review stock, purchase and reserve lots. He would also review 'buys' for that town.

Caravans are then dispatched to collect the order. Maybe have a fee based option for order delivery which would add flexibility'

 What I envision is that eventually we could have a new kind of city specialization as a trade hub. Alliances and regions would evolve trade hubs, possibilities include a new trading element to diplomacy, trade agreements, embargoes, etc.

In a nutshell, when I needed stuff, I would dispatch sales geeks to the hubs in my area, of course over time I would get a sense of who deals in what along with other locals and hubs would naturally develop. 

A local hub would grow based on supply/demand within it's player driven range of influence. A good trader could keep a finger on the pulse of supply/demand and play the market in his own town with buys/sales and of course while people could still shop around sooner or later convenience and logistics would make it practical for a hub with an active market savvey player at the helm to capture most of the area's trade action.

 Actually some of this is similar to 'Port Royale'. It would be cool also if our trade geeks could optionally simply travel with a caravan and just roam, developing trade routes based on buys/sells in the towns he/she visits.

It would take 50 more paragraphs to encapsulate all the possibilities.Star
-Molg
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Koragg View Drop Down
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Direct Link To This Post Posted: 26 Oct 2011 at 14:39
Hi again.
Originally posted by Yso Sris Yso Sris wrote:

 That out of the way, localize trading. That is, I select goods and place them on the market in-town.
A new sales-geek type unit would have to be dispatched to any town with some kinda visible open-to-trading indicator to review stock, purchase and reserve lots. He would also review 'buys' for that town.

Did you read the Trade 2.0 plans at all?
Basically, trade will be focused around NPC faction hubs, each hub will have their own 'market' like the current global market, and the global one will be discontinued.  You can have a 'trader' unit at a hub and purchase goods directly there rather than having to send caravans of gold.

You can also have prices up for sale at your city, that other players can send caravans of gold to and come away with the goods they purchased.

Both of these methods are subject to taxes, as either the Faction or the King handles the transaction for you.  Direct trade/barter between players (IE - agreements over global chat) is untaxed.

Which is pretty much what you are suggesting here.

Quote What I envision is that eventually we could have a new kind of city specialization as a trade hub. Alliances and regions would evolve trade hubs, possibilities include a new trading element to diplomacy, trade agreements, embargoes, etc.

Alliances will be able to build Trade Hubs that are potentially seigeable (as opposed to the Faction Hubs, which cannot be seiged)  There was also an indication of 'new trade buildings' and technologies around smuggling and avoiding tax costs, thereby allowing towns to specialize in trade.

[quote\A local hub would grow based on supply/demand within it's player driven range of influence. A good trader could keep a finger on the pulse of supply/demand and play the market in his own town with buys/sales and of course while people could still shop around sooner or later convenience and logistics would make it practical for a hub with an active market savvey player at the helm to capture most of the area's trade action.[/quote]

Exactly, that's why Faction Hubs are evenly distributed throughout the world, with pretty close to even spacing between them.  

I don't think anything you've said here is not already covered in the Trade v2 plan, as stated by the developers.
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Yso Sris View Drop Down
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Direct Link To This Post Posted: 26 Oct 2011 at 18:45
No I didn't read that
-Molg
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Kilotov of DokGthung View Drop Down
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Direct Link To This Post Posted: 26 Oct 2011 at 18:59
Originally posted by Yso Sris Yso Sris wrote:

No I didn't read that

well then, dont be surprised if people dismiss your suggestions.
 (specially if its work in progress already)

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Direct Link To This Post Posted: 26 Oct 2011 at 19:12
Originally posted by Yso Sris Yso Sris wrote:

No I didn't read that

So... you're making suggestions to something in the works without reading what they already plan to do.  *scratches head* not sure that's productive.
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Direct Link To This Post Posted: 26 Oct 2011 at 19:48
Yso you have posted dozens of suggestions already, but please read the Devs threads on what is coming first. It may just illustrate to you the general vision that has been laid down for Illyriad.

Start here, and move your way through the announcements: http://forum.illyriad.co.uk/the-newness-18aug10_topic929.html

Cheers.



Edited by Tordenkaffen - 26 Oct 2011 at 19:48
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