Merchant Archive
Thread: Merchants in the Combat Upgrade
Message Edited by spyvsspy0110 on 04-30-2005 04:08 PM
Stownhart wrote:
How about this idea? Add new NPCs within all the major cities that you can hire to make harvester runs for you. You go to say Theed, Converse with the local teamster leader NPC and pay him for a single use "truck driver" to go to your harvesters. That driver could only opperate on the same planet. He could not add power or credits to your harvesters. Only pick up the resources and deliver them to a waypoint you designate when you hire them. You would also need to designate the WP of the harvesters obviously (those structure build emails would come in handy...). When the driver returns, he will only remain there 24 hours for you to retreive your resources. After that it would despawn and you would lose your harvest. There should be a minimal chance that the cargo is hijacked by pirates. This could be adjusted due to the hostility level of the planet. But you could also opt to hire various levels of drivers, at varying wageswhich would increase your chances of a successful delivery. And this in the end would give SOE another means of reabsorbing in game monies.
Hehe, isn't that what they're already doing? We pay them to go out and create cool content and features, but there's always a slight chance that they'll hijack your cargo and do whatever they please.
I am considering dropping some of my Merchant skill boxes post-CU in order to free up some skill points for a second elite combat profession. I have two things to put on the table here, a question and a comment:
Question: If I give up Merchant skills, do I loose the ability to maintain the customvendors I have? I currently have 3 NPC vendors wearing clothing I provided. I know I can keep up to 3 vendors as a Novice,but ifI give up Hiring tree, will those NPC's no longer be valid (will they revert to a lower version of a vendor?), or will I simply be unable to select future NPC vendors and dress them?
Comment: I agree with some of the previous posters in thatI feel atleast SOME of the Merchant skills should either bespread across or shared with the other crafter/artisan professions. With the vulnerability of non-combatants post-CU, it would be nice to have those skill points available for combatant professions without needing to bea 4004 Merchant as well. My suggestion is to keep the Merchant skills and pre-reqs the way they are, but ADD some of the same Merchant-specific skills to master crafter. It would be redundant, but it would also give crafters a minimal ability to compete with true Merchants and still keep an Elite combat profession for protection.
Message Edited by Guamarhea on 05-09-2005 10:18 AM
In reply to your comment at the beginning of the page
It is my understanding that pets dont [currently] increase your combat level in the same way grouping with another player does
I do believe however the devs are looking into this (since it was them that suggested crafters got themselves a combat droid........only to find it didnt make any different with the current implimentation)