Droid Engineer Archive
Thread: Merchant idea
Removing the vendors would be even more incentive for them not to give up those skills and wouldn't have the effect of adding to the already bloated item database. The problem with added lots is they mean one of two things:
1. More ItemsStored in Houses(bad becasue every added item increases lag and database issues)
or
2. More Resources Harvested (bad becasue the economy suffers from too many resources already and too much money floating around in the economy)
The devs dont' want either of these things increased significantly which is why more lot ideas are doomed to failure.
I think with every profession if you drop the skill, you lose the benefit. If you take Marksman and drop Pistols 1, you lose Body Shot 1. So why do people get to keep vendors when they drop a Merchant skill. To me that's the biggest exploit out there.
I like the lots idea. Even if you had to "buy" them. As aDroid Engineer with two stores, it's hard to juggle the remaining 6 slots between factories(sometimes I have 3 running) and Harvesters (I need lots of different resources and could easily have 15 running, each with one type of resource). Since I don't like Merchant Tents at all, I spend an extra slot on a small building. Maybe one lot with every level of Management...that's only 4-5 max.
The only drawback would be that Crafters would argue against it, that they don't get it. But then again, most elite crafters I know try to get most of the Merchant tree. I did.
Reducing the lots for Tents as the same effect as adding new lots. It increases either storage or resource gathering.
You breakdown assumes that you must do everything yourself and that is going to be a problem. If you want to have 5 locations and a personal house then you are going to have to either manage your resource gathering really well or you are going to have to buy resources or rent lots for other people.
You can have 5 locations if you share the space with others so that perhaps you only own 2 of those locations and are an admin on the others. This would free up 3 additonal harvestor lots.
As a DE I am operating jsut fine as follows: (of course I don't need a lot as a DE)
2 lots for my main store(medium house)
2 lots for my other store(small house)
1 lot for Equipment Factory
2 lots for Mineral Harvesters
1 lot for Fusion Generator
1 lot for Chemical Harvester
1 lot for Natural Gas Harvester
FuseWire wrote:Hi all,To clear this up, I am suggesting that all vendors may only be placed in a mall, you would not be able to have your house with a vendor in it for example.Cheers,Fuse Wire
Or to temper the screams of anguish that would occur from the aforementioned statement, perhaps limit vendors to one in a non-mall structure.
Vastar wrote:
Really, I'm for any type of improved restocking features in any form.