Merchant Archive
Thread: Beyond Master Merchant?
- The Outdoorsman (Big Game Hunter)
- Antarian Ranger (possesses minor force resistances and abilities)
- Combat Ranger (master of guerilla warfare)
Those were just examples of ideas I had for the Ranger profession. Now that you hopefully see where I am going with this idea, I would love to see where you would like theMerchant to go after achieving the title of Master Merchant. Any and all input is welcome, but please try to keep it constructive.
EvilAlgorithm wrote:
This idea came to me about a week ago, have a title of Galaxy Merchant. To earn it, you have to of course have earned master merchant but then requirements would be to have at least one vendor on at least 3 different planets, then on each planet you would have to sell a certain amount, lets say 1 million credits worth of stuff. Benefits of this title could be more reduced fees for bazaar,vendors and structures and also the ability of being able to put down more vendors and maybe unlocknew characters to place down as a vendor.
Okay, I'll give it a try...
Franchiser - Merchant who specializes in advertising and brand name -- in being noticed. Skill paths include better/cheaper advertising (ability to advertise your Naboo vendor on Corellia, for example), linking your vendors to each other and to the global bazaar, crafting/placing advertising objects (posters, billboards, holograms), and greater flexibility in managing your prices (re-pricing all of your identical-serial-number items at once, along with assigning the same Details description to them all; ability to set "sale" discounts on a vendor for a certain time, etc.)
Corporate Manager - Merchant who specializes in volume. Skill paths include more vendors, even greater hiring diversity, increased vendor capacity (since limits are probably going in soon), and lower vendor costs.
Financeer - Merchant who specializes in cost-effective operations and money management. Skill paths include building efficiency, bazaar efficiency, loans (ability to loan money to others through game-enforced contracts in which both get ahead or both suffer), and investments (ability to divert money into a player city on a regular basis, tied to the city keeping certain tax rate or specialization. When the city changes its policies, your money automatically stops going into it.)