Forums » Suggestions

Being able to own a shop.

Oct 03, 2004 Alious Fuse link
i would be cool if we could have tradeskills but owning a shop would be a nice constalation someone could sell discounted equiptment or resources which would fit nicly with tradeskills but that is an unrealistic it just was a sugestion.
Oct 03, 2004 Alious Fuse link
also having tradskills like mining or gathering chemicles refining chemicles, manafacturing metal, repairing, engineering it is unpracticle i guess but would be cool.
Oct 03, 2004 Hanshlomo link
Tradeskills are going in by release.
Oct 04, 2004 CrippledPidgeon link
At the very least, have computer controlled shops where you must bring in the raw materials to create new weapons. Common materials make relatively normal weapons, but super-rare materials can make cool weapons (though not necessarily super-weapons).

Something that I was thinking would also be cool would be a "used starship" shop. Used Starships are ships that players are done with, and they want to make it available to less experienced players at a reduced price (and probably reduced armor, or power, or something).
Oct 04, 2004 Falconerd link
Only problem with the used shop idea is: if someone can find a good trade route, then they have more money than they can use.
My own example is, I heard of a good trade route and started trading, and in about 15-30 min, I had 100k. The highest ship I can buy is all of 15k with the best weapons and batteries.

A real life example would be, a guy starts out with nothing, finds a huge gold lode, becomes a millionaire and then is expected to buy used junk cars instead of a brand new Hummer? I don't think so.

So basically right now, the economics are such that money is tight for noobs, and med-elite players have more money than they can use.
Oct 04, 2004 octopusfluff link
The idea of a used ship might be more useful once things like cap ships come about.

Even with econ adjustments to make the various ships more costly, strike craft and light transports generally don't have enough baseline value to warrant such a thing, particularly in a setting where they're more likely to get blown up than sold.
Oct 04, 2004 quiveri link
Notice how we, the "oldbies", don't have to answer. The newcommers can argue amongst themselves.

On another note, not a bad idea. But only after, let's say, 2 months. It can be issued as an expansion. At least after 2 months of being on the market Guild will know that there are obviously alot of players online. So, not a bad idea.

-Eloi D'Acrayel
Oct 04, 2004 Spellcast link
My own example is, I heard of a good trade route and started trading, and in about 15-30 min, I had 100k. The highest ship I can buy is all of 15k with the best weapons and batteries.

A real life example would be, a guy starts out with nothing, finds a huge gold lode, becomes a millionaire and then is expected to buy used junk cars instead of a brand new Hummer? I don't think so.

So basically right now, the economics are such that money is tight for noobs, and med-elite players have more money than they can use.>>>

The only thing i have to say about this is that i have actually thought that is is far to easy to make money in vendetta for a long time.
I'm willing to give the devs the benefit of the doubt and assume that they know what they are doing, but its also possible that the economy is so easy to profit from so that we have lots of money to waste if we find a bug that needs tested at the cost of a ship or 12.