Artisan Archive
Thread: New Missions Type (repost from Test Center Forums) Topic for today 8-29-03
I do not do combat missions. I just do not have the combat skills so I was thinking of some new ways to add missions for non combat types and came up with an idea from an old text based game I used to play. In the game you would go to planet A and buy resources from NPC A then your job was to find another NPC on another planet to sell the resoruces to for a profit. Now the time consuming and fun part would be seeking out where to buy and sell to. The NPC traders should randomly change what they buy/sell and their prices.
There would be no waypoints involved you would have to find a trader selling a resource in town. Decide how much you want to buy of his wares and then explore the galaxy to find a trader who will buy what you have at a price that gives you a profit. NPC traders could be identified with Trader in their name but that would be the only clue you have to finding who to buy from and sell to.
The more dangerous planets should buy for more credits since there is some risk involved in getting around on thsoes planets. The resoruces/goods you buy and sell should not be anything you can survey for or make. The only place to get the saleble stuff if from the traders. There could be factioned aligned NPCs that also give faction points for buying and selling as you are helping your side along but providing goods.
Any thoughts?
The orginal post is here: http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=10643
In additon someone else suggested an idea I really liked. What about being able to place our own missions. For instance lets say I want to buy 20k low grade ore. I could set up a missions with the amount of ore I needed and the payment I was willing to pay. The first person to offer up the resoruce would recieve the payout. This could be done though the bazarr as a custom order. This would help crafters find resources they can afford to pay for.
What I expect to see when the Space expansion comes out, is a "shipping" community that would probably run much like the text game you described.
Example:
Artisan A needs 10k of extrusive ore to build the amazing new Droid that everyone wants and works all the time exactly the way it was designed (I know....But it is a HYPOTHETICAL situation after all)
He/she/it contracts "guy with spaceship" to go to planet X and either mine the material himself (what a drag) OR better still pick up said ore from Artisan B who A had made a deal with in advance.
I realize that its a LOOONG way off for the space expansion, but think of the possibilities....
Artisan A: "What do you mean you had to dump the cargo?!?!"
Guy with spaceship" "Well ya see...this mob of Tie-fighters aggro'd me on the way back and..."
Artisan A: "OK..ok...where is my money?"
Guy with spaceship" "I don't have your money, I spent it on the ore..."
Artisan A: "Well guy with spaceship my boy....you may be the best but if I don't see my money in 1 week..."
You get the point.
Sound kinda like what you are looking for?
My only fear is that this could be used as a scheme by guilds to churn mission credits by reducing the time required to seek out the merchant. They would be in a position to exchange knowledgeof what npc takes what internally where an independent player would not.
In the end.. it sounds pretty much like an enhanced survey mission. Maybe those just need to be tweaked for the more dangerous planets to make them more worthwhile..
Regards,
Artuk
As a note.. I cant believe people are one starring these posts. People may not like your idea, but it was throughfully and coherently presented and certainly doesnt deserve this treatment. Its becoming absurd.
I completely love the first idea with the NPC trading missions, however there should be two extremely important limiting factors.
#1. Must have:
Novice Artisan to access"low-low"missions
Master Artisan to access "low-high" missions
Novice Elite-Artisan to access "high-low" missions
Master Elite-Artisan to access "high-high" missions
#1a. Missions based 50% on total Artisan experiance, 50% your highest "Total" Artisan Master profession
example:
50% Artisan =(General Crafting Xp + Engineering Xp + Domestic Xp + Business Xp + Survey Xp)
50% Artisan Master = Similar to Artisan, but with Weaponcrafter, Armorcrafter, Chef, Marketer, etc... as long as Novice Artisan is a prerequisite to that Skill-line
#2. Only 1 mission can be accepted at a time, and a top-limit must be implimented on how much stock a player can buy, to prevent artisan missions from generating 100k creds in 15 min.
Jasarina, Was that text game Trade Wars 2002?
I loved that game haha
Thats a great idea, but unfortunately i doubt the devs could add it without screwing it up.
And even if they did, then some idiot fighterwill complain that its to easy or something and get it nerfed to pieces.
Kinda like survey missions did.
Im at a loss right now on how to earn cash, I prefer not to fight. But im not running 2km for 1800 credits (to and from survey) And delivery missions just plain suck.
Your second idea is really cool. I think if it just gave away artisan points, that wouldn't be that big an exploit.
But just making a good marketplace for reources would be worth it. Given how many people need high quantities of resources, and how many people are collecting them, the bazaar with its caps and the small number of people with the wherewithal to trade in large quantities doesn't seem to be covering the need.
Jasarina, I like this idea.
It occurs to me thatsuch missionscould reward some merchant experience. Merchants seem to have a hard time in this game.
Poldano
I didn't read tht original post, but I think a contract to deliver X quality with a minimum of Y quantity resources, similar to the survey missions and a guaranteed payoutof say4-5 cr/unit. Higher skill levels are asked for higher quality (With a check for what is actually available on the planet) resources.
Another mission type is a variant on the crafting mission. The current missions are silly, Pick up the parts and deliver them to point A after assembling. Better would be, "Hey, I need X number of object Y with minimum stats", again with a guaranteed payout. Larger numbers and higher stats required for more proficient characters.
Please make crafting missions somehting other than watching my character run around the screen. If I wanted to do that, I'd be a bleeding marksman.
It would be like a reverse bazarr listing. Rather then list the the item you are selling you fill out a form listing the amount of resource you need and the price you are paying. The first player to click on the listing who has the correct resource and the correct amount in his/her inventory can complete the order. There would be no experience involved just the buying and selling of resources
JawaJames wrote:
Your second idea is really cool. I think if it just gave away artisan points, that wouldn't be that big an exploit.
But just making a good marketplace for reources would be worth it. Given how many people need high quantities of resources, and how many people are collecting them, the bazaar with its caps and the small number of people with the wherewithal to trade in large quantities doesn't seem to be covering the need.
Artuk wrote:
My only fear is that this could be used as a scheme by guilds to churn mission credits by reducing the time required to seek out the merchant. They would be in a position to exchange knowledgeof what npc takes what internally where an independent player would not.
No matter what is added in the game a guild will aways share the information. A way to combat this would be to make it randomly shift as each person starts a conversation with the Trader. So if I click on him and buy 10k in silk for 3 credits per and then you click on him he would randomly shift to selling something else. The same idea would apply to what he buys. Then you can not share the information beacuse its constantly changeing