02-08-2017, 10:42 AM
This will probably never be implimented, but if it's considered, could really change QM for the better making it a more inclusive, better-balanced and all-in-all more fun to play. What's my idea? Well here it is:
Remove "Order Items", replace entirely with "View Traders":
Currently, there's a list of stuff to buy, you buy it, that's it.
My concept is instead, have it entirely trader based. "So how do I order basic stuff, like metal? And medical supplies?!" you might ask. All of the items that are on the order list is now relagated to the appropriate trader. Construction supplies would be relegated to one trader. An already existing example would be botanical crates would be associated with Bulford Tenin. Each trader would also have a tag before their name, such as [Construction], [Medical], [Misc], to make ordering items more straightforward.
Is that it? Nope. There's more, and this is where it gets fun:
Each trader has a personality and a temperament:
Currently, traders have a form of "temperament", they have a kind of bargain treshold in which after so much, they will tell you to fuck off and leave, often not appearing until next market shift.
This idea adds more to this; temperament can go both ways, with trader portraits appearing neutral, angry and content.
What makes them angry? Over-bargaining is one. Sending crates of incorrect items another. Sending them a rigged crate will make them instantly pissed. Another mechanic is could be a "timed" request, where if you accept this, you have to trade x item before next market shift as they need asap, and failing this causes them to be pissed.
What makes them content? Just sell and buy of them normally, and complete timed requests successfully.
As for personality, going back to Bulford Tenin, every so often he will drop his prices because he is a high motherfucker. Another example is Pianzi, who sells items of vague description. Pianzi (if you read the code) is also an asshole, he will accept if you accidently bargain items too high. As stated before, each already has a bargain treshold. So with more traders comes with more personalities. Here's some examples:
1. Capitalist: Will increase price of items per demand.
2. Socialist: Will decrease price of items per demand
3. Psychotic: Prices fluctuate significantly during market shift.
4. Nice tipper: Will include some extra items as a good gesture.
5. Bad tipper: Will shaft you of some items per purchase.
And so on so forth
Content and Angry: Rewards and Punishments
There's a reason for the temperament, and it's not just to see what Vulderak would look like pissed off. You'd want to get on their good side, because doing so unlocks extra items from their list, and causes them to drop the prices for items all round. For example with Bulford, getting on his good side means that he might sell you strange seeds, UV lamps and possibly a maneater seed for a high price. Each trader would have their own items to unlock, and these items can be quite good depending on how hard it is to get on their good side, but also the price.
Their bad side? Traders may not exactly like you fucking them around. Ordering an item off a pissed trader could result in them not only sending you wrong stock, but something BAD, like a rigged crate, plasma spores, space bears, high radioactive ores, light grenades, an angry sonnet, you name it. However pissing them off may also result in them leaving till next market shift, which depending on the sitaution could result in depravation for the crew (if they need x supplies)
This and Code:
QM code from looking at it, seems pretty straight forward as the treshold idea is already kind of in place. Adding in this would just mean that there's bad reprecussions (and a different portrait for the trader) if you fall under it, and good if you go above. Personalities could be easily implimented too.
This and being a bad QM:
It opens up alot of opportunities and makes QM more fluid. Traitors could take advantage of who they want to ally with (may want a good item from x trader) and who they want to oppose (may take advantage of the bad crates). They also could fuck with the station so that items are not available when the crew needs them.
Further ideas:
One thing bounced around in my head is tying this in with stocks. Stocks could be tied in with market shifts, and traders could be tied in with stocks. Some traders could be hard hit by the fall in buttcoin, and thus may need to sell their stock at a lower price.
Another thing could be contacting traders as a non-QM. These traders could then appear as an NPC trader in the market, allowing you to buy specifically from them, but also they may have special items seen as they went so far to go to the station themselves.
These however are just spin-off ideas, but could be cool tied in.
Thoughts?
Remove "Order Items", replace entirely with "View Traders":
Currently, there's a list of stuff to buy, you buy it, that's it.
My concept is instead, have it entirely trader based. "So how do I order basic stuff, like metal? And medical supplies?!" you might ask. All of the items that are on the order list is now relagated to the appropriate trader. Construction supplies would be relegated to one trader. An already existing example would be botanical crates would be associated with Bulford Tenin. Each trader would also have a tag before their name, such as [Construction], [Medical], [Misc], to make ordering items more straightforward.
Is that it? Nope. There's more, and this is where it gets fun:
Each trader has a personality and a temperament:
Currently, traders have a form of "temperament", they have a kind of bargain treshold in which after so much, they will tell you to fuck off and leave, often not appearing until next market shift.
This idea adds more to this; temperament can go both ways, with trader portraits appearing neutral, angry and content.
What makes them angry? Over-bargaining is one. Sending crates of incorrect items another. Sending them a rigged crate will make them instantly pissed. Another mechanic is could be a "timed" request, where if you accept this, you have to trade x item before next market shift as they need asap, and failing this causes them to be pissed.
What makes them content? Just sell and buy of them normally, and complete timed requests successfully.
As for personality, going back to Bulford Tenin, every so often he will drop his prices because he is a high motherfucker. Another example is Pianzi, who sells items of vague description. Pianzi (if you read the code) is also an asshole, he will accept if you accidently bargain items too high. As stated before, each already has a bargain treshold. So with more traders comes with more personalities. Here's some examples:
1. Capitalist: Will increase price of items per demand.
2. Socialist: Will decrease price of items per demand
3. Psychotic: Prices fluctuate significantly during market shift.
4. Nice tipper: Will include some extra items as a good gesture.
5. Bad tipper: Will shaft you of some items per purchase.
And so on so forth
Content and Angry: Rewards and Punishments
There's a reason for the temperament, and it's not just to see what Vulderak would look like pissed off. You'd want to get on their good side, because doing so unlocks extra items from their list, and causes them to drop the prices for items all round. For example with Bulford, getting on his good side means that he might sell you strange seeds, UV lamps and possibly a maneater seed for a high price. Each trader would have their own items to unlock, and these items can be quite good depending on how hard it is to get on their good side, but also the price.
Their bad side? Traders may not exactly like you fucking them around. Ordering an item off a pissed trader could result in them not only sending you wrong stock, but something BAD, like a rigged crate, plasma spores, space bears, high radioactive ores, light grenades, an angry sonnet, you name it. However pissing them off may also result in them leaving till next market shift, which depending on the sitaution could result in depravation for the crew (if they need x supplies)
This and Code:
QM code from looking at it, seems pretty straight forward as the treshold idea is already kind of in place. Adding in this would just mean that there's bad reprecussions (and a different portrait for the trader) if you fall under it, and good if you go above. Personalities could be easily implimented too.
This and being a bad QM:
It opens up alot of opportunities and makes QM more fluid. Traitors could take advantage of who they want to ally with (may want a good item from x trader) and who they want to oppose (may take advantage of the bad crates). They also could fuck with the station so that items are not available when the crew needs them.
Further ideas:
One thing bounced around in my head is tying this in with stocks. Stocks could be tied in with market shifts, and traders could be tied in with stocks. Some traders could be hard hit by the fall in buttcoin, and thus may need to sell their stock at a lower price.
Another thing could be contacting traders as a non-QM. These traders could then appear as an NPC trader in the market, allowing you to buy specifically from them, but also they may have special items seen as they went so far to go to the station themselves.
These however are just spin-off ideas, but could be cool tied in.
Thoughts?