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Print at Jan 26, 2020 12:53:04 AM
|Posted by muffy at Sep 4, 2003 4:33:12 AM|
PvP, camping, and trading
Gelled from a few other ideas.
How about making resources analagous to maps?
There are a set of basic necessity resources: Iron, Wood, Stone, Hemp, and Sugar Cane. These are produced by markets on various islands, generally at least two per archipelago. They may also be available by foraging on islands without markets. Traders can make a reasonable living bringing these from remote markets to markets or shoppekeepers on colonized islands.
All other resources are available only through Sea Battle. Brigand ships are as they are now - ye often get something, every once in a while it's something really cool (including BLOOD!). However, in PvP battles, the winner ALWAYS gets a "spawn" of some non-basic resource (dye herb or mineral); what resource this is varies from battle to battle, but it should always be a resource that is currently useful (not, say the ubiquitous Old Man's Beard).
Now, ye might say, this makes the game uninteresting, and possibly unprofitable for traders. Therefore, two modifications are needed.
First, make the probability of particular resources higher on particular routes (similar to markets now). For example, the probability of a Thorianite spawn is normally 1/100, but if ye're on a route to Cleopatra's Pearls, it's 1/20. Weld could spawn much more often near Guava, etc.
Second, markets on all colonized islands will buy and resell all resources (subject to capacity limits), at reasonable prices/profits, based on prices at uncolonized markets and the distance travelled. So, for example, if ye can buy Sugar Cane at Winter Solstice for 5 per unit, and ye have to travel four "easy: leagues to Alpha to deliver it, so the Alpha market will always buy it at 7. Iron at Byrne is 8 and ye have to travel four "hard" leagues to deliver it, so the Alpha market buys it at 12 (Edit: regardless of what prices shoppes may be paying). Thus, traders should always be able to make a basic profit. In addition, the markets are buying the dye herbs, minerals, etc. that are pillaged, also at reasonable prices. So, a pillaging crew can just sail over to the nearest market and unload, rather than risking the goods for long trips at sea, and having to figure out where the best prices are. That market will then resell the combined results of many pillages to anyone who chooses to trade (or, of course, to local shoppes if there is demand), allowing traders to ship goods to distant shoppes where prices are higher.
The result of this would ideally be as follows:
Let's say that Weld is very likely to spawn in PvP near Guava, and fairly unlikely elsewhere. Pillagers near Guava run back home to do their booty split and sell it at Guava market, rather than interrupting their pillage to take half an hour to run it up to Alpha, losing out on pillage time and making only a moderate amount more in profit. The Guava apothecary therefore has plenty of Weld and makes relatively cheap yellow dye. The weavery has cheap and easy access to the dye, so yellow cloth is common and cheap at Guava. The further from Guava ye get, the more expensive Weld, yellow dye, and yellow cloth get. So a smart trader collects the available Weld, yellow dye, yellow cloth, etc. from Guava (where there is a glut, so all the shoppes there are selling it for reasonable prices/profits) and runs it to Alpha, which has almost none and will pay out a 30% profit for any of these goods or resources.
Note that of course these resources could also arrive at Alpha via a chain of pillages from Guava to Alpha, but the greatly increased risk of such a voyage should discourage all but the most able crews from making the longer run for only a moderate profit, vs. selling, banking, and going back out for more pillage and the chance of pillagin' something more rare and lucrative (such as Kraken's Blood or Thorianite).
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