Smuggler Archive
Thread: Reduced rates on player vendors
Page 1 of 1
ResourceMonkey
Tue Jul 20, 2004 9:46 am
#1
I am posting this both on the Smuggler board as well as my galaxy's board.
Reading over design specs of other games, I just thought of something and, if already suggested, forgive me. As we know, with Underworld skills, you can buy faction perks as a reduced rate. How do you feel about being able to do the same with player vendors? I mean, if the Smuggler can sweet talk his way into possessing things...
This could be be done in a variety of ways:
Automatic vs Chance
- Automatic - The player always succeeds - with a set, small percentage of a markdown
- Chance - The player can opt to try and 'haggle' a better deal. This is a one time attempt and it can result in a greater savings, no savings or actually having the vendor 'lock out' the player from purchasing things from it for a 24 hour period.
Faction vs Non-Faction
- Faction - The player has a larger percentage (automatic/more favorable results (chance) if he is factioned and tries to buy from vendors belonging to players of the same faction. Likewise he would have normal levels with neutral vendors and a negative modifier when it comes to oppositely aligned NPC's (could go even farther and on a 'critical failure' have the oppostiely aligned NPC summon 'guards' to take the scoundrel away). Note, a "neutral" smuggler's chances w ould be normal for all types of vendors.
- Non-Faction - no specific changes/advantages
Exact percentages could be worked out after decisions on which route is to be taken. However, anything over 15% could be game unbalancing. a minimum of 2% and a max of 10% sounds good. As for the player who owns the vendor, there are two ways this outcome could happen:
1) Player takes the hit - it is part of the game and they need to be prepared for such a 'bargain' to be made. Trouble is that for some (a 250K composite suite sold for 225K) the hit might be too much. Not to mention anytime something new is introduced that causes a player to 'lose' something, it is met with vehemet resistance.
2) System takes the hit - code it so that the Smuggler gets the bonus, but the system makes up the difference and pays the crafter the full amount. As for an example, the type of email recieved after a vendor purchase may be "Smuggler B purchased your 200K item from Vendor A for 180K - Vendor A pays you the difference of 20K for a total of 200K into your bank".
If the system is not automatic (there is always a chance of failure), I think that the possibility for totally unbalancing the commodoties market would be rather low.
Feel free to discuss. 
Syzygy-Gorath
Tue Jul 20, 2004 9:52 am
#2
ResourceMonkey wrote:
[snip]
2) System takes the hit - code it so that the Smuggler gets the bonus, but the system makes up the difference and pays the crafter the full amount. As for an example, the type of email recieved after a vendor purchase may be "Smuggler B purchased your 200K item from Vendor A for 180K - Vendor A pays you the difference of 20K for a total of 200K into your bank".
[snip]
Let me give you a for-instance. I have two toons, a master merchant and a master smuggler (I don't, this is just a for instance.) I transfer all of my money to the smuggler toon, and then post a powerup for the same amount. I buy the powerup with my smuggler discount and then offer it back at full sale price. The merchant buys it and I now have 20% more money than I had before. Lather, rinse, repeat.
In other words, what you're talking about is institutionalized credit duping. Bad mojo.
ResourceMonkey
Tue Jul 20, 2004 10:01 am
#3
Syzygy-Gorath wrote:
ResourceMonkey wrote:
[snip]
2) System takes the hit - code it so that the Smuggler gets the bonus, but the system makes up the difference and pays the crafter the full amount. As for an example, the type of email recieved after a vendor purchase may be "Smuggler B purchased your 200K item from Vendor A for 180K - Vendor A pays you the difference of 20K for a total of 200K into your bank".
[snip]
Let me give you a for-instance. I have two toons, a master merchant and a master smuggler (I don't, this is just a for instance.) I transfer all of my money to the smuggler toon, and then post a powerup for the same amount. I buy the powerup with my smuggler discount and then offer it back at full sale price. The merchant buys it and I now have 20% more money than I had before. Lather, rinse, repeat.
In other words, what you're talking about is institutionalized credit duping. Bad mojo.
Nice for instance. I only hit the "I have an idea" level. I didn't take it to, "Okey, now how can someone exploit the crap out of it like a weasely lil' **edit**?" No offence. ![]()
So we remove #2 and go only with #1.
Syzygy-Gorath
Tue Jul 20, 2004 11:23 am
#4
ResourceMonkey wrote:
Syzygy-Gorath wrote:
ResourceMonkey wrote:
[snip]
2) System takes the hit - code it so that the Smuggler gets the bonus, but the system makes up the difference and pays the crafter the full amount. As for an example, the type of email recieved after a vendor purchase may be "Smuggler B purchased your 200K item from Vendor A for 180K - Vendor A pays you the difference of 20K for a total of 200K into your bank".
[snip]
Let me give you a for-instance. I have two toons, a master merchant and a master smuggler (I don't, this is just a for instance.) I transfer all of my money to the smuggler toon, and then post a powerup for the same amount. I buy the powerup with my smuggler discount and then offer it back at full sale price. The merchant buys it and I now have 20% more money than I had before. Lather, rinse, repeat.
In other words, what you're talking about is institutionalized credit duping. Bad mojo.
Nice for instance. I only hit the "I have an idea" level. I didn't take it to, "Okey, now how can someone exploit the crap out of it like a weasely lil' **edit**?" No offence.
So we remove #2 and go only with #1.
None taken. I'm a TestCenter player, it's my job to try to figure out how to exploit things, then report it to the proper peeps.
Page 1 of 1