Grimwinter
02-24-2009, 06:07 PM
Just an idea I posted earlier that got lost in an argument between 2 forumfallers.
There's a fair amount of debate around whether universal banks are ok or the sweat from the devil's sack. One argument I heard was that due to the large world it would just make the game too annoying to have to travel for hours to pick up arrows/re-agents etc. if you ran out or forgot them.
I've also heard complaints about the lack of a proper structure for crafters to advertise and sell their wares.
My idea would be to put tradeposts in various "wilderness" areas, and on more well travelled routes as well. As with other areas of the game, these tradeposts could be claimed by clans, as well as other clans being able to raid them.
The tradeposts would contain an inventory of basic goods, such as npc vendors have in towns, and at the same price. However, when a player purchases something, the controlling clan recieves a small percentage of the transaction.
Clans could also then install willing crafters into these tradeposts, so travellers would know, after a while, that: "Clan A has the tradepost here, and crafter B from clan A makes kick-arse armour."
Players would then know where they could look for crafted armour and weapons, as well as standard items, and it would also be another good resource for clans to fight over for ownership.
Crafting facilities would, of course, be available at these tradeposts, but if clans were to transport goods to them from their main cities, then this could establish trade routes, and some excellent opportunities for banditry :sly:
Obviously this is just the bare bones of an idea I had today, just thought I'd throw it out there to see what people though.
(And I thought a thread not about pre-orders/launch might make a nice change...)
There's a fair amount of debate around whether universal banks are ok or the sweat from the devil's sack. One argument I heard was that due to the large world it would just make the game too annoying to have to travel for hours to pick up arrows/re-agents etc. if you ran out or forgot them.
I've also heard complaints about the lack of a proper structure for crafters to advertise and sell their wares.
My idea would be to put tradeposts in various "wilderness" areas, and on more well travelled routes as well. As with other areas of the game, these tradeposts could be claimed by clans, as well as other clans being able to raid them.
The tradeposts would contain an inventory of basic goods, such as npc vendors have in towns, and at the same price. However, when a player purchases something, the controlling clan recieves a small percentage of the transaction.
Clans could also then install willing crafters into these tradeposts, so travellers would know, after a while, that: "Clan A has the tradepost here, and crafter B from clan A makes kick-arse armour."
Players would then know where they could look for crafted armour and weapons, as well as standard items, and it would also be another good resource for clans to fight over for ownership.
Crafting facilities would, of course, be available at these tradeposts, but if clans were to transport goods to them from their main cities, then this could establish trade routes, and some excellent opportunities for banditry :sly:
Obviously this is just the bare bones of an idea I had today, just thought I'd throw it out there to see what people though.
(And I thought a thread not about pre-orders/launch might make a nice change...)