trading system, outpost management, bounties system
Posted: Wed Feb 28, 2018 2:09 am
Hello,
I've got an outpost, about a hundred characters, two blacksmiths with stats around 100, 1.5 millions of cats, almost nothing interesting to buy and almost no way to sell. I feel like I've got nothing to do.
For trading:
Crafting specialist/masterwork quality objets, I've got the difficulty to find traders able to buy more than three items.
I've got a shop in my outpost, but i've got nobody passing by.
I've got a shop in Blister Hill, but nobody is buying a weapon/armor/fuel.
I tried the trader job, It was boring as hell. There aren't enough goods to have something interesting.
We have traders but it doesn't feel like an economic system, because it's too static. nothing change. traders and cities don't change/evolve (getting richer/poorer, smaller/bigger, etc)
Suggestion:
Have a level system for the cities and the traders, could help to create a system more dynamic/ flexible. (according to their level, they would be bigger and richer. they can progress/ regress)
Have a reputation system for the shop, defining their attractiveness (ex: amator/ specialist/ master? you sell really good quality weapons, People come a long way to buy them.)
Make possible that the weapons your sold, can be loot on ennemies (What you sell, has an impact)
For the outpost:
We can't control who is entering in our outpost, so most of the player just keep the door close.
I create a lot of goods, but I don't have any economic activity in my outpost.
suggestions:
It would be great to have a guard system, allowing some characters to patrol, move to the turret and defend the door.
A permission system making possible to manage who is allowed to enter in your outpost would be great.
A trading system making possible to create trades routes with different cities or faction, would be great.
A reputation system defining the attractiveness of your cities (rich/poor, safe/dangerous), would be great. more actractive your outpost would be, more people would come there.
A citizen
For the bounties:
The bounty hunter campaign doesn't really interest me, because there aren't enough bounties.
I prefer to keep prisoner the ennemies with bounties to train my squad, because I don't really need cat's and It doesn't earn enough reputation.
suggestions:
It would be cool to add a bounties generator with clues and tracking tools (footsteps tracking, blood mark, etc.), allowing to have an interesting bountyhunter campaing.
sincerely,
Red'
I've got an outpost, about a hundred characters, two blacksmiths with stats around 100, 1.5 millions of cats, almost nothing interesting to buy and almost no way to sell. I feel like I've got nothing to do.
For trading:
Crafting specialist/masterwork quality objets, I've got the difficulty to find traders able to buy more than three items.
I've got a shop in my outpost, but i've got nobody passing by.
I've got a shop in Blister Hill, but nobody is buying a weapon/armor/fuel.
I tried the trader job, It was boring as hell. There aren't enough goods to have something interesting.
We have traders but it doesn't feel like an economic system, because it's too static. nothing change. traders and cities don't change/evolve (getting richer/poorer, smaller/bigger, etc)
Suggestion:
Have a level system for the cities and the traders, could help to create a system more dynamic/ flexible. (according to their level, they would be bigger and richer. they can progress/ regress)
Have a reputation system for the shop, defining their attractiveness (ex: amator/ specialist/ master? you sell really good quality weapons, People come a long way to buy them.)
Make possible that the weapons your sold, can be loot on ennemies (What you sell, has an impact)
For the outpost:
We can't control who is entering in our outpost, so most of the player just keep the door close.
I create a lot of goods, but I don't have any economic activity in my outpost.
suggestions:
It would be great to have a guard system, allowing some characters to patrol, move to the turret and defend the door.
A permission system making possible to manage who is allowed to enter in your outpost would be great.
A trading system making possible to create trades routes with different cities or faction, would be great.
A reputation system defining the attractiveness of your cities (rich/poor, safe/dangerous), would be great. more actractive your outpost would be, more people would come there.
A citizen
For the bounties:
The bounty hunter campaign doesn't really interest me, because there aren't enough bounties.
I prefer to keep prisoner the ennemies with bounties to train my squad, because I don't really need cat's and It doesn't earn enough reputation.
suggestions:
It would be cool to add a bounties generator with clues and tracking tools (footsteps tracking, blood mark, etc.), allowing to have an interesting bountyhunter campaing.
sincerely,
Red'