Merchant Archive
Thread: Specialized Vendors (a possible solution to database problems)
Each vendor would have its own cap based on what kind it was.
You would only be allowed to sell certain items on that vendor based on its specialization.clothing on clothing, armor on armor etc. etc.
weapon and armor vendors capped at 75
Droid and pet vendors capped at 75
Building vendor capped at 100
Resource Vendors capped at 100
Misc vendors capped at 150
Clothing vendors capped at 500
you get the idea?
If your a tailor and you take merchant skill you would have access to clothing, misc and resource vendors,and possibly several other types.
there would be other types of vendors based on professions.
Willforce wrote:
Each profession would have access to a specialized vendor if they take merchant skill.
Each vendor would have its own cap based on what kind it was.
You would only be allowed to sell certain items on that vendor based on its specialization.clothing on clothing, armor on armor etc. etc.
weapon and armor vendors capped at 75
Droid and pet vendors capped at 75
Building vendor capped at 100
Resource Vendors capped at 100
Misc vendors capped at 150
Clothing vendors capped at 500
you get the idea?
If your a tailor and you take merchant skill you would have access to clothing, misc and resource vendors,and possibly several other types.
there would be other types of vendors based on professions.
So..if I am a pure merchant and am trying to sell Tailor Items, Weaponsmith Items, Armor, Droids , and Resources.. I get capped at 150 becaue I don't have a crafting profession?
It could be like 200 or 250 but that would have to be master merchant
it would be based on how high of a merchant you are.
A lot of the suggested numbers are totally off, unless they also implemented the crates/resources as a single listing idea as well. The concept would have some good points though, again assuming the selectable quantities could work. Instead of tying it to the crafting class, just make it a list of choices like gender and species. Pick the type of vendor you want and it has it's own individual features suited to what you're going to put on it. A clothing or armor vendor could have a way to bundle unique items as a single listing that must be purchased as a whole, but still be able to view each item for stats. A resource vendor could offer quantity on demand of one stack of each resource listed. Between the selectable quantities and the bundling, they could maintain lower limits without crippling one profession over another. They could take it even further if they were so inclined - several choices of stock ad barking based onvendor typeinstead of just the same ones they give now. Displays associated with the type of vendor that appear behind or next to it, like a stocked weapons rack or blueprint table.
Back to reality, I know there's no way they'd code it all in lieu of across the board easy changes, but in the meantime, why would any non-crafting merchant want to devote multiple vendors to someone's clothing or stims or power ups when they can just as easily fill them with higher profit items? If they go ahead and remove vendors from artisans, some professions will have no trouble finding others to sell for them, while others will be stuck with no outlet beyond taking the tree themselves just to have enough vendors to cover the demand and variety.