Merchant Archive

Thread: **POLL** Should merchants be able to refuse sales based on faction?

marqie
Thu Oct 30, 2003 4:58 am
#1

Here is what I want to know. Given that this game is about a "Conflict" should we be able to setup faction based shops if we choose (NOT FORCED)?


Please give me a yes or no


Please do not rant on this post, I just want a feel for the mood of this, I am looking (Very hard mind you) to make merchant a fun class, that can, if it wants, participate in the "conflict"




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ND
Thu Oct 30, 2003 5:14 am
#2

BIG YES from me.


Laos a'Toran
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Laos Quality Shop
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-1095,300 in Temenos Island, Naboo


DocSavag
Thu Oct 30, 2003 5:28 am
#3






marqie wrote:

Here is what I want to know. Given that this game is about a "Conflict" should we be able to setup faction based shops if we choose (NOT FORCED)?


Please give me a yes or no


Please do not rant on this post, I just want a feel for the mood of this, I am looking (Very hard mind you) to make merchant a fun class, that can, if it wants, participate in the "conflict"






Yes. Frankly there should be a way to keep overt factions out of a public structure with the ban list the same way you can keep guilds out.






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Chataka Windae
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Ackis
Thu Oct 30, 2003 7:14 am
#4

Yes. All types of factions though.



Imperial Captain Ackis Losackego - Über f335h

SunLao
Thu Oct 30, 2003 8:18 am
#5

I fully believe this should be an option. But we've chosen to sell to both factions.


Player cities will be different. If you're player city has a faction base at it's center with working turrets, is riddled with minefields and covert detectors...chances are few are going to make it to the vendor nestled safely within the city walls.


Not that we're considering such tactics. It would be bad for business.




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SueDenim
Thu Oct 30, 2003 8:31 am
#6

Yes.

But given the setup of the game, I think you need to make it (e.g., for a Rebel shop) "Rebel only", not "Imperials Excluded."

Theoretically, we shouldn't know who the covert members of the opposing faction are, so there should basically be two potential "factional" settings for a Rebel vendor:

1. Will sell to everybody *except* Overt Imperials, OR
2. Will only sell to covert or overt Rebels (i.e., "give the secret handshake")



Bindi Kicklighter
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LLJK_Griz
Thu Oct 30, 2003 8:53 am
#7






SunLao wrote:

I fully believe this should be an option. But we've chosen to sell to both factions.


Player cities will be different. If you're player city has a faction base at it's center with working turrets, is riddled with minefields and covert detectors...chances are few are going to make it to the vendor nestled safely within the city walls.


Not that we're considering such tactics. It would be bad for business.






You can't place bases inside cities, and you can't place cities around pre-existing bases. Turrets still have a gigantic footprint that would take up huge amounts of your city, minefields areeasily avoided in most situations, and covert detectors have turret-size footprints and can be blown up by one person from well out of their range (footprint is much larger than range). I don't think there is any form of city wall being implemented, and the only way to create walls around your city would be with huge rows of medium Naboo houses which would require absurd numbers of lots.


There is no real way to deny a faction access to your vendor (besides putting minefields right in front of the door, and that only workswith certain house types). It's pretty ridiculouswhen a bunch of rebels raiding an Imperial player city with a base can just pop into a weaponsmith vendor and buy rocket launchers to take out the AT-STs.


Denying access to overts only wouldn't do much since most people don't run around overt all the time and could just get a covert friend to buy for them, and allowing building access to overts only would pretty much kill your business because there's not enough of them.


However, if you're in a player city kilometers from the nearest public shuttleport and the ban commands on cities actually work with faction:rebel and faction:imperial, the mayor could just ban them from the shuttleport and they won't bother running all the way out there (unless there's a public or opposite-faction player city right next to yours).




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Draznar
Thu Oct 30, 2003 9:03 am
#8

I think that if we just went with yes or no. There should be exlude boxes for Rebel, Neutral, and Imperial. I like the idea of excluding, though as a money grubbing merchant I also like the idea of a surcharge. So I could set a 10% extra charge for Neutral and 30% extra to Imperials, and maybe a 20% discount for PA members.



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Ghartan
Thu Oct 30, 2003 9:19 am
#9

YES ...and I would like the option to charge more to a certain faction; eg, I am a imperial sympathizer but still a shopkeeper. So I will sell to the stinking rebel scum but they pay 50% more
Alacrity
Thu Oct 30, 2003 10:08 am
#10

Yes.




Amoon Darkflier, Elder Artisan, Elder Droid Engineer, Elder Merchant

"I find your lack of pants disturbing."
Dayln
Thu Oct 30, 2003 12:27 pm
#11

/ Yes they should !
Haruspex77
Thu Oct 30, 2003 2:50 pm
#12

Yes, but I see it as low priority. I like even better the ability to charge more or less by player characteristics. I might like to charge Bothans 50% more until I get back what that former vendor stole, and perhapsam only willing to sell to Rebels if I get 50% more as well. A Bothan Rebel can pay double or go away, either way is ok.


OH, and I want to be able to put a bounty on thieving vendors as well!

JTGAlpha
Thu Oct 30, 2003 3:07 pm
#13

Oooo yeah. That would make me feel more smugglerish!



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