Artisan Archive
Thread: Focused Discussion: Artisan Wishlist
As it is, I have to do a lot of checking and double-checking to make sure I got everything just so, and the bug that causes the Input Hopper and Inventory not to update until the hopper gets closed doesn't help there.
I have a suggestion for the Bazaar / trade (maybe I should post in the Trade forum but hey)
I find it really annoying, not knowing how to price my items and whether they would sell at all. When there are many, many items of the same type for sale the concept is easy; look at what quality / prices everyone else is selling and then price accordingly. The problem is, when there are no items up for sale at all. This does not necessarily mean that no-one would buy it, just that no-one is selling it. This occurred to me as I was looking for some components and thought 'why don't people sell these items here'. The answer is that they probably don't want to risk making items that they cannot be sure of selling and so only make them on request. Also if there is nothing for sale you cannot guage how much people are going to be willing to pay.
So, how about if there were some sort of WANTED or Supplyvs Demandsection to the bazaar? That way, if people wanted items that were unavailable, they could create a ticket or something that prospective entrepenuer could view in order to get a better idea of the market demand for such items. Or even view graphs plotting supply and demand for items.
The whole idea of trade is based on supply and demand and I have read many threads about how new players struggle to find a market. Maybe this could help?
Well to start out with:
A schematic in the starting set of schematics for a "small" 6 - wheeled or tracked orlegged (think ant or spider ) (your pick) crawler : This little item would carry your laser mining drill and smelter / purifier, plus you first mineral scanner. Also it would have a storage area for the ore / minerals / and other resources (say5 - 10 crates). The unit would act like a "pet" in that you select a control on your data pad so it would "follow", "mine for selected minerals as found with the scanners (note this is much more in theme rather than having you "sample" for " x " min.s to get a crate of 60 or so resoures.
Where would you get these items, well when you first come on as a newbie, you'd get directed to the artisan explore terminal and told you should do a few of these to get money and resoures.
Then youcan hit the crafting unit to create the crawler, the drilling rig and the smelter / purifier unit and your first scanner unit with slots for type of resourse and range modifiers, also maint. and energy for all.Thiswould give youthe exp. to fill up the "novice" exp. box and let you create units for the range, type of resoures to be detected. Could also add a second and third unit to expand the carrying amount of resources. At the level where you can create "personal" extracters, you can then create " larger " ride - able unit .
New units would be a 8 - wheeled or treaded unit, 8 - 10 legged unit or a anti - grav. platform type. New units would have a larger storage section and options for a second follow unit. Also the drill unit would be modified to " level " a area slightly larger than a " personal " extracter pad making it easier to site said unit. Also scanner unit can be read while in unit, but unit would be running at " scanning " speed. Also additons to scanner to save a " mineral " scan map with waypoints. and a " boundray " map option to show when your outside the city and town boundry.
At the master level you gain the ablitiy to add a " shop " type unit so you can craft while traveling from unit to unit. This would be a droid type driver or a slot for a R - 2 unit. You could input a list of resoures extracter to visit and you would service them as you go. Also the " leveler " option would expand for med. and large. units.
New artsain items. Since we now have vehicals, we should be able to craft motors and engines and we shouldbe able to create " power or energy cells " for them. A chemical "power " cell from petrollium or explosive gases and a " energy " cell from radoactive materials. Also a stripped vehical like the " mining " units above. Would give us another couple of thing to sell.
New building - " shop ". - This is a small to large building use by crafter to create med. to large items like landspeeders, and bikes and crawlers. In any city, you'd find a couple of rows of these, where you could " rent "the shop and build the frame, engine / motor / anti - grav. , and electronic systems for vehicals,
Would most likely be founddown in the wharehouse district. (waterfrount or space port) Could replace the public crafting and have a place for a vendor out in front and a small sign. Could have in other areas in the city, so you could have a " shop " in a " standered " city and the same for a wharehouse. Would need a achatech to provied you with a " shop " deed with the proper crafting units added in and power / light / tradeing links to the bazzar, or vendor slots. Maybe storage area in the back. A building slot would very in size and cost. You'd pay a " rent " (maint. / power ) fee to city. Could let you " buy " garage slot in the city for repairs, building, and selling vehicals and power cells.
Please pardon posable mis-spelling and style, this is my first post, Hope it give some new thoughts.