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Thread: Implementing Space Commerce: A Design Proposal

TheHomicidalVerpine
Thu Jul 15, 2004 4:30 am
#53

I have a further suggestion for your terminal ideas:

For the delivery issue in relation to it hurting player cities and the merchant profession. The npc cities seemingly just died on many servers once player cities came about and, indeed, the only thing that brought back some life to Mos Eisley on a few servers was the new character spawn SOE more or less forced on new players so we couldn't choose where we started.

That lengthy piece out of the way my suggestion would be to try to encourage breathing a little more life back into the npc cities and market up the value of player cities as well. The simplest form I can put it into is something like this:


* Put in player order systems that require the 'cargo handler' to retrieve 'start at' any player city to deliver to it's intended destination. This just makes sense and promotes going to your favorite player city to start a mission anyway. An alternative is to randomly spawn delivery points in player cities.


* For the npc cities: give players a higher reward for say running missions that take them from obscure locations to obscure locations. Maybe old Lorne Prestor of Mos Taike is paying exceptionally well for Dantooine Leathery Hide because of it's fabled toughness to blaster fire given the ever impending Tusken Raider problem they have out that way.


I'd just like to know that an opportunity to breathe life back into the old towns that went devoid of life as soon as player cities hit get some attention here. I'd still like to see that the other gaming mechanic of player cities gets some fleshed out thought as well. Space Expansion offers a great opportunity to help out the ground based game in many areas if everyone will just take the time to look at just the core of these ideas for starters.


THV



The One and Only Lunatic Fringer!
NattyDreadlock
Thu Jul 15, 2004 4:46 am
#54

do it


Im not a guild person, but i will join a Trade Federation/Transport Guild. Imagine freighter convoys. A bunch of people grab missions, and everyone flies with everyone to everyone elses mission destinations. You'd have a huge armada of freighters helping each other defensivly through mutual support and combined firepower!


BEAUTIFUL


I dare "pirate" plaers to engage us! You may get a few of us, but we will decimate you!


AuleyDavyds
Thu Jul 15, 2004 8:12 am
#55


A (nother) question for you, Flatfingers: What do you think of the recent addition of the "Auction" chat channel? While last night I noticed it was being used more for chatting and gathering info than for selling or seeking items to buy, I did notice some people attempting to do this. The advantage of this system is that it solves the expediency issue I mentioned earlier: someone seeking to buy something can type a request, and *if* the right smith/seller/merchant is on and sees it, the response can be immediate.


I certainly like the idea of both NPC-freight missions as well as player-driven missions. Not being a crafter, I'm not one to comment on the feasability of moving resources from planet-to-planet. It sounds like it would make crafting high-quality items on-demand much easier to accomplish. Let me make sure I understand you correctly: a player who has a large amount (or any amount really,I guess) of high-quality resouces from a planet (let's say Talus), lists them as available on this new "shipping bazaar" system, and then a crafter can purchase them. When exactly does the delivery take place though? Should the crafter be able to see listings over all planets, and then purchase it, hence creating a contract for a player to move the goods from one location to another? The result for the miner is increased sales: he can sell more becuase his customer-base has increased exponentially. The result for the crafter is increased availability of now easily-obtainable high-quality resources for crafting, a definite plus. The result for the shipper is a question, though: does he get a cut of the price the miner paid to the crafter, is there an increased fee (say add 10-15% depending on travel time and the danger of the route) added to the cost that the crafter pays, or are credits generated for the shipper, leaving the original contract as is? The first two, despite looking different will have a very similar effect (anyone remember elasticity and the effect of benefit tax increases on a firm's costs and its' workers' costs?). Anyway, the important question is timing: Does the shippingn occur before the sale (the miner asks to move stuff from TAlus to Coronet in hopes that it will sell better there) or after (the example I gave above). THe problem with shipping before the sale is that it will encourage "hub" mentality in which all goods can be found in one location (Coronet, e.g.) and hence you might as well pronounce all other cities as dead. I like the second method, because it encourages crafters to seek high-quality materials, would provide a method to advertise in a bazaar-setting across galaxy (this is of course assuming that current bazaar restrictions of 6k no longer apply; perhaps local sales can still act as such), and creates wortwhile traffic for shipping.


GIve me some feedback on these ideas, I've got a few thoughts on making this more exciting, how to fit in NPC missions, smuggling, and more, but I want to know what you think about this (and i don't just mean FlatFingers, please, the more worthwhile and thought-provoking input the better)


Thanks



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"Do not fear death. Death is always at your side. When you show fear, it will spring at you faster than light. If you do not show fear, it will only gently look over you." - Old Man Bull
MayRee
Thu Jul 15, 2004 9:57 am
#56


Here's another idea to add....


Maybe people who move frieght for the misisons could have a "freighter rating".

The Rating could be based on how many successful transport the person has completed.


A lowrating could get the freighter on the BH terminals (smuggler or not).

A higherrating could get the freighter higher missions.


Ok.. so how could this ft in....


Say a merchant has a very valuable item that he wants shipped from coronet to Theed. He could pay a premium haul cost, and make the job only available to people who have a freighter rating of more than "80/100".


That would give the person more "insurance" that the item will make it to is delivery post.


Now, say the same merchant has other items that are not so valuable. He could put them up for a nominal fee and anybody can take the mission. Or he can pay a little bit extra and have a freighter rating of >30 or pay a little more and have mission taken by someone who has a rating of >50.


This will allow the person to be able to gauge how much risk will be involved with the delivery. Is it a guarantee?? of course not, but it gives you some piece of mind.


What if the cargo is illegal? As a merchant, would you want somebody with a rating of less than 30 who isn't a smuggler to haul 10 crates of Moun? Maybe, you already have to pay the fee for shipping illegal goods, you may want to make it cheaper to ship by allowing a person with a lower ratingor someone who isn't a smugglerto take the mission,but they would have a higherchance of getting caught or failing to deliver the cargo. OR you could set your delivery mission to be a Smuggler with a rating of over 80. You'd have to pay more but maybe the smuggler could get passed the galactic scans and they the rating over 80 would give a lower chance of soemthing else going wrong.


A system like this will give people who want to haul freight a goal of hitting a higher rating and it will make merchants decide how much they want to pay for hauling the frieght.

Message Edited by MayRee on 07-15-2004 12:10 PM




MayRee Shen-Ku
Master Tailor Master Pistoler
AuleyDavyds
Thu Jul 15, 2004 10:47 am
#57

Hawlsey, I appreciate you taking the time to post. That's exactly the kidn of experience I want to hear more about; but I'm greedy, I want more:


Tell me, what do you think would've worked best in that situation, had shipping been available:


1) Would it be better for you to be able to list your goods galaxy-wide, and have those looking to buy them request them to be shipped to them, or

2) Would it be better for you to be able to ship your goods to a planet based on assumptions of supply/demand there. I'm uncertain about this simply because of that second issue: it's tough for you to know what the demand is, although I guess you could look at the supply based on searching the same galaxy-wide high-priced shipping bazaar htat everyone else would; or

3) something else?


What system/game-mechanic would you have liked to have that would have made that situation ideal and allowed you to quickly and easily take advantage of your surplus and the lack of the same matierals elsewhere (and how can this system apply in a general way to other such situations)



------------------------------------------------------------------------------------------------------------------------------------
"Do not fear death. Death is always at your side. When you show fear, it will spring at you faster than light. If you do not show fear, it will only gently look over you." - Old Man Bull
Bryan1138
Thu Jul 15, 2004 3:01 pm
#58

An excellent design. Now if we can just get the Devs to code player contracts that Holo promised would be implemented right after player vehicles and cities.


You talk about people ordering things for delivery and not buying them to grief merchants and resource gatherers. This is easily avoided by buying the items off planet and having a pop-up for Contract a delivery Y/N box. Type Y, enter the delivery fee and time and get it sent to your new delivery terminals and taken off the general bazaar, paying the merchant who listed the item in the process from your account.



Bryan1138
aka Bryan'sa Fickset on Bria

WS resource fire sale at: 890, -4700 on Correlia 500 m east of Coronet, Bria server!
aka Bryanosk on Radiant

Flatfingers
Thu Jul 15, 2004 3:13 pm
#59


Wow -- there's nothing like a dev response to get one's ideas additional attention!


Mucho thanks, TH, and thanks also for letting folks know that their ideas do get considered. That's important beyond words for encouraging constructive discussion here.


Right -- on to specifics. (And sorry about the length of this one -- you guys just had too many good ideas! Just don't let my responses stop anyof youfrom offering your own opinions; these are just mine.)






WesBelden wrote:
for it to have any chance of succesfully being implemented in my eyes, a limit on what can be transported by players on public transport (ie, what's currently in the game), or a heavy charge for carrying such things (resource containers going up by number of resources in each one, crates etc.) would have to be implemented. Similarly, the amount one can hold while in a fighter class ship would also have to be limited.



Agreed, and it's an excellent point.


I grumbled some time ago about wishing that SWG had implemented an "encumberance" system, since 100,000 units of steel taking up exactly the same amount of inventory space as Goru Rainstealer's calling card just makes no sense whatsoever. If encumberance was factored into carrying capacity, then the problem of freighter space (not to mention vehicle trunks and mount saddlebags) would automatically be solved.


Failing that, I suppose that there would have to be a rule in place that items could only be transferred from shipping terminals to ship "manifests" with X number of spaces (based on the size of your ship and available space not taken up by other ship systems like weapons or engines), and from ship manifests to delivery shipping terminals.


Of course, that does nothing to prevent someone from simply buying an item from a shipping terminal and placing it in their personal inventory, getting on a ship and going somewhere else, then placing that item for sale on another shipping terminal. So maybe this is another place where we need to make the distinction between freight (something you ship for someone else but that doesn't belong to you), which could use the terminal->manifest->terminal system, and cargo (something you buy yourself and take elsewhere to sell at what you hope will be a profit), which people will certainly transport in their personal inventory.






IgescaStorm wrote:




Flatfingers wrote:

[... The only catch is that the person who placed the item for sale would have to authorize the delivery, otherwise you could have people griefing merchants by having their products shipped to undesirable locations.]




Why? If i bought an item from the bazaar, my money was sent to the seller. Now i can say another player, he shall bring it to me... Where is the grief?




IgescaStorm, the original suggestion didn't include buying the item first; it was just about offering to buy an item after shipping it. You're right that if the item is purchased first, then it would be fine to allow the new owner to authorize delivery.


The key is to insure that only the owner of an item is allowed to determine what happens to that item.






Rykith wrote:
I was thinking that maybe the alot of these things can be tied to the Merchant profession. It would greatly enhance that profession.



I was thinking that, too.


Just imagine if creative MasterMerchantscould beas powerful in their part of SWG asTKAs orCM/Pistoleers are in theirs....






TulasiKid wrote:
I haven't read Axelrod's work (was that something I was supposed to read in Macro Econ 1?) ...



You do NOT want to get me started on this subject! (You just think some of my other messages are long....)


Although Axelrod's work has applications in Economics and other human-related fields, it's probably best known in Poli Sci circles; in particular it's directly relevant to Conflict Resolution studies.


Basically he used computer simulations to show that cooperative behavior can evolve even in a crowd of people who take advantage of other people, as long as certain rules are in place:



  • participants need to be able recognize each other

  • participants need to be able to have multiple interactions with each other

  • participantsmust not know how many possible interactions there might be

If those rules are in place in a multi-person system, then it turns out that a very simple strategy (known as "**edit**-for-Tat") can create an island of productive cooperation even in an ocean of advantage-takers.


I'll leave it at that; if you're interested (and this stuff really does turn out to have some fascinating resonances with designing multiplayer games), you can find a lot more information on the Web.






TulasiKid wrote:
... but I do know that in the 19th Century American economy, businesses and investors faced these very same kinds of problems owing to a lack of a regulatory infrastructure for enforcing trade and commerce. Reputation was an important aspect of doing business, because there often was nothing else for investors to rely on.



Exactly right, and that's highly relevant to SWG and other MMOGs.


I wrote a background essay on this (in the old [now archived] Discussion forum, thread # 938113) called "Advanced Economic Systems in Online Games". The key point was that online games, including SWG, are basically stuck at a prehistoric level of economic activity. If you think about it, about all we can do are make one-shot deals with each other, either through the Secure Trade Window or Bazaar/vendor terminals.


And isn't that similar to the limits to economic activity in the 1800s, when you pretty much only did business with people you knew personally and/or locally? When there's no reason for you to trust some distant person, why do business with that person?


The vendors, Bazaar terminals, and Secure Trade Windows are all extremely valuable economic tools in SWG because they are sufficiently trustable to allow players who don't know each other to trust each other in business deals. But are they enough to really unleash the creative potential of players who enjoy making business deals with each other?


To encourage more advanced economic activity in SWG, we need more advanced economic features. I tried to imagine what the most important of those features might be, and the most crucial concept by far was our notion of enforceable contracts.


The idea that people can agree to some exchange, and that all parties to this exchange agreement can trust the entire legal system of their culture to effectively enforce all the (legal) terms of the agreement, is probably the single most crucial advance in economic history. This is because an enforceable contract system allows potential contractees who don't know each other to trust each other, because they can trust the system to require the other person to hold up their side of the deal. And that opens up more new economic opportunities than any other economic tool we humans have ever dreamed up.


So yes... I sort of would like to see a good, enforceable player contract system in SWG. If the theory behind it is correct, then the question is whether it's technically feasible. I think it is... but that question is better addressed in the other threads on this subject.






BattledroidStrider wrote:
It encourages Freighers to be running around ...



That is a great way of putting it!


The truth is, we don't require player contracts or shipping terminals or any other new game mechanism to move cargo in JtL; we can do that informally the day JtL launches. But allowing players to do some thing is not encouraging players to do that thing.


Although there might be some diehard merchant types trying to make a living through freight shipping and cargo speculating in JtL, why bother when the game clearly isn't designed to support commercial gameplay? A set of in-game features to support freight and cargo shipping would take nothing away from combat gameplay -- in fact, they would enhance the purpose of combat beyond just pwning the other guy or levelling up. With commercial gameplay included, combat can also be about defending a merchant convoy from bloodthirsty pirates, or helping carry a crucial schematic to one's faction HQ or PA hall, or keeping the trade lanes safe from marauding creatures -- you get the idea.


In short, features to support space commerce are necessary to create the backdrop of everyday life before which the heroes of the Star Wars saga can play their roles.


As much fun as combat in JtL will be, it should be about more than just combat. As I've asked before: When only heroes can play, who needs heroes?






nasafan2 wrote:
increase the pay for illegal goods, spice/sliced weps, armor etc, but also make it a harsh punishment for getting caught with em. Being found out on the ground is not as bad as if the imps found out you were trying to actually transport the stuff! Puts a little risk in the game of spice running for all you smugglers out there.



I'm up for that.


Seriously, out of all the possible commercial enhancements that JtL might bring, the most obvious would seem to be letting Smugglers be better than anyone else at using their personal starships for smuggling.


Currently Smugglers are on the board for a revamp after JtL goes live. If I were a Smuggler who wanted smuggling in space to be a part of that revamp, I'd already be coming up with ideas for how to implement that... (hint, hint).






Lasek wrote:
if a player were to grab a delivery mission, mark it as delivered (nobody else could take it).. And then log out or simply not go to the delivery location. He wouldn't be able to access or use the items, but he would be able to grief by not delivering them to the wanting person.



Good point, Lasek. You're right; a freight delivery system would probably have to have some kind of guaranteed delivery period. One day might be excessive; how about two-hour delivery? If you haven't stashed it in the receiving terminal within two hours, it's yanked out of your ship and restored to "available" status on the shipping terminal.


If we really wanted to get complicated with it, we could charge "overdue fines" -- every hour beyond the two-hour limit, you lose 20% of the delivery payment. If the fines chew up all the delivery payment, then the item goes back to the original shipping terminal.


This still doesn't entirely address the problem of someone who takes a delivery item but doesn't deliver it... and then keeps taking it, over and over again, just to keep someone else from buying the item. If freight delivery is just NPC mission stuff, no problem, but if we're talking about delivering player freight, then that's a problem.


We probably also need to have some kind of counter that "remembers" whether you've taken some item, and doesn't let you select that particular item for delivery more than once per day.






TheHomicidalVerpine wrote:
For the npc cities: give players a higher reward for say running missions that take them from obscure locations to obscure locations.



This is another idea that just makes good sense. One of the greatest game mechanics ever invented is the one that ties reward to risk -- that way players get to choose the level of risk with which they're comfortable, and they are rewarded commensurate with that level of risk.


And just to make it an even better idea, THV's suggestion also has the advantage of encouraging players to visit new places -- something SWG's developers have always been interested in encouraging.


Finally, this idea ties in well with the notion that cargo bought in a big city on a "safe" planet should sell for the most money in outposts on "adventure" planets. Again, link risk to reward, and encourage players to go places they haven't been.






AuleyDavyds wrote:
What do you think of the recent addition of the "Auction" chat channel? ... The advantage of this system is that it solves the expediency issue I mentioned earlier: someone seeking to buy something can type a request, and *if* the right smith/seller/merchant is on and sees it, the response can be immediate.



I agree-- my first thought on seeing Q-3PO's announcement of the Auction channel was, "Well, there's the first version of the 'Want Ads' feature I was asking for -- dang, these guys are quick!"


It's not quite as useful as a "persistent" message that can be searched for on a shipping terminal. It's also less convenient than a message that lives in the same place (i.e., on a shipping terminal) as the merchandise to be shipped. But it's a great starting point, and I'm delighted that the development team took the time to implement it.






AuleyDavyds wrote:
... a player who has a large amount (or any amount really, I guess) of high-quality resouces from a planet (let's say Talus), lists them as available on this new "shipping bazaar" system, and then a crafter can purchase them. When exactly does the delivery take place though?



I think of it like this: Items are "in-transit" when the shipper accepts the delivery, and "delivered" to the destination starport shipping terminal when he redeeds his ship upon landing.


But if there's a better way to accomplish grief-free but productive shipping, I'm listening!


(Personally I'd rather players were able to stay in their ships in landing bays and do their commercial transfers from a shipping terminal aboard their ship, but we've probably flogged that dead horse enough at this point.)






AuleyDavyds wrote:
Should the crafter be able to see listings over all planets, and then purchase it, hence creating a contract for a player to move the goods from one location to another?



I'd actually prefer to see something like that as an advanced skill in an Industrialist (or revamped Merchant) profession.






AuleyDavyds wrote:
The result for the shipper is a question, though: does he get a cut of the price the miner paid to the crafter, is there an increased fee (say add 10-15% depending on travel time and the danger of the route) added to the cost that the crafter pays, or are credits generated for the shipper, leaving the original contract as is?



If it's player-generated, I'd say make shipping payments additional credits. The seller would have to factor the cost of shipping into his price for the goods he's trying to sell, but the point of player shipping is not to add money to the system but to spread it around more.


If OTOH we're talking NPC-generated freight shipping, then there'd probably need to be some function that calculates the delivery fee (AKA "mission payout") based on the difficulty of reaching the destination terminal. (The cost of the item would actually be irrelevant, since as an NPC-generated item it wouldn't actually exist and therefore could not be purchased.)






AuleyDavyds wrote:
the important question is timing: Does the shipping occur before the sale (the miner asks to move stuff from Talus to Coronet in hopes that it will sell better there) or after (the example I gave above).



As I replied to IgescaStorm above, only the owner of an item should ever be allowed to determine the disposition of that item.


So if I place an item for sale, I have to authorize delivery if it's OK for the item to be delivered someplace else before it's purchased.


However, if you place some item and then I buy it, it would be nice if I could pay to transfer that item (which I now own) to a shipping terminal for delivery to the starport closest to me.






MayRee wrote:
Maybe people who move frieght for the misisons could have a "freighter rating". The Rating could be based on how many successful transport the person has completed. A low rating could get the freighter on the BH terminals (smuggler or not). A higher rating could get the freighter higher missions.



Hmmm... that's an interestingidea. I like the way you've worked itup so that players have good information about who they might do business with.


The only concern I can think of is that this might wind up preventing lower-level freighter captains from competing with established players. I'm not suggesting thateveryone should be "equal" -- that just eliminates any reason for entrepreneurialcreativity-- but at the same time I wouldn't want the established players to get all the shipping business. That's the kind of mercantilist exclusivity that just inflates prices; we want to be sure to have commercialcompetition so thatevery freighter captain canfill a useful niche.


How can the rating system help achieve that goal?






mistermackey wrote:
jeez how did you think of all that stuff?



ph34r my excessive free time.


--Flatfingers

MariketheWookiee
Thu Jul 15, 2004 3:19 pm
#60

sounds cool....



Marike - Starsider
Minister of the Hunts - Cotw

Damaleon
Mon Aug 16, 2004 2:49 pm
#61


I like the shipping terminal. It got me to thinking about the idea cargo, which is extremely open ended.


My idea, for everyone's evaluation is this, a Commodities Market Terminal, similar to the bazaar, but more limited in scope.


1. Only factory crates, resource stacks > 1000 units, and similar large quantity/big ticketitems could be listed for sale, but instead of a 6000 credit max, make it a minimum cost.Armor and other similar single piece/high cost items would not be listable, as those are more for individual vendors. This is more of a way of selling inventory wholesale, not retail. Ideally, you would see a crates of D18 Pistols, Armor pieces, Weapon Power-Ups, etc.moving between Merchants for sale at their vendors and Resources,and crates Synthetic Cloth, Fiberplast Panels, Armor Segments, etc.going to crafters for assembly by hand or in factories (owned by crafters or merchants)

2.For those with a cargo capable ship, give two buy options- 1) buy and put in inventory 2)buy as cargo, going directly to the ship manifest (or the datapad if you want to include the option for those without JtL, personally I wouldn't)

3. Only Merchants could list items for sale on the Terminals (as a novice ability), with one exception- anyone canlist an item stored as cargo in their ship manifest on the terminal. Or, if resticting to Merchants is too much, letthem list for 1% of the selling price and everyone without Novice Merchant pays 5% as a listing fee, with all listings lasting 14 days as instant sale. If auctioning, allow 3 and 7 day auctions with a minimum listing fee, say 500 and 2500 credits for merchants and non-merchants respectively.


I think this would be a good way of getting crafting resources spread out and you could avoid the rash of tiny stacks cluttering up the bazaars. I know as I work on architect, I would appreciate being able to buy larger quantities of ore and steel in one shot than I can get off the bazaars, without having to hunt down someone with a what I am looking for. At the same time, only allowing Merchants to post on terminal increases the value of the profession, and hopefully encourages a better, and a bit more far reaching economy withcrafters making the items or selling manufacturing schematics for them, Merchants buying the crates from the crafters or resources from the miners (or running their own factories with the schematics from the crafters), and then reselling the items through the Market Terminal or their own vendors.


Also, I think a good way of making space travel a little more risky is, if you're attacked by pirates, or another PC, and defeated, there is a chance they could get what was in your cargo hold. Smugglers would have a better chance of keeping their cargo, much better with the rightskillsand/orship accessories, like a hidden cargo compartment that was added by the shipwright that built the ship. I would make frieght protected, only risking the items the player wants to risk.
Flatfingers
Mon Aug 16, 2004 4:10 pm
#62

Excellent ideas, Damaleon -- I think I could go for all of those.


Getting crafters and Merchants more involved in the Space Expansion is exactly what I'm trying to achieve, and I think you understood me perfectly.


I would say that we need to be careful about letting players take items belonging to other players. It's a natural aspect of piracy, and it'll feel weird not to have it, but the potential for "griefer pirates" would go way up if this were possible.


One way to address this would be the notion of "trade lanes" that are generally safe from piracy because they're constantly patrolled by invincible NPC ships. The downsideof this safetyis that these routesare slow or tend not to be lucrative. The alternative of going off the trade lanes might get you to your destination faster, or might let you go places that are the best sources or customers for certain items/resources, but these would be the dangerous routes where the pirates lurk.


The point is that players ought to be able to choose the balance of risk vs. reward with which they're comfortable. That's what makes for an interesting game.


Jump to Lightspeed would be more interesting with a good space commerce game!


--Flatfingers

Sauron1080
Mon Aug 16, 2004 4:40 pm
#63

oooh



i like i like



Mephistox


Servants Of The Shrub



Master Commando Since August 26th, 2004
Arnold_Farris
Mon Aug 16, 2004 7:28 pm
#64


ok, i didnt read this whole thread word for word, so if this is already put up dont flame me, but has anyone thought of taking regular starport travel ships completely out of the game?this would give player-to-player activities between those with transport ships and those who didnt buy JtL(those who didnt buy JtL can get a patch when JtL comes out that includes the ship interior and such) or dont have a transport type ship. So, when players need to get from one planet to another, they must find a player pilot to take them there, and the pilot can charge a boarding fee or such to ensure payment. A mod on this is just delete NPC starships from going to the elite planets, because wasnt it in manual or such that said the planets like Dath, Endor and Lok you need to get special charters to? this can be it.


All around great ideas, brings back fond memories of Privateer 2

Message Edited by Arnold_Farris on 08-16-2004 07:29 PM




=Arnold Farris=
|Proud Member of Silent Redemption|
LAR
Mon Aug 16, 2004 7:42 pm
#65






Arnold_Farris wrote:


ok, i didnt read this whole thread word for word, so if this is already put up dont flame me, but has anyone thought of taking regular starport travel ships completely out of the game?



It's not possible because JtL is an optional expansion. You cannot punish players who choose not to buy it.


Later,
LAR





Soulcrusher Battalion, a squadron of Underworld Dreams, is looking for Neutral and Rebel aligned pilots on Starsider. Please visit our website and fill out an application, or send me a PM, if interested.
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