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Xcom
- Posts: 1105
- Joined: Wed Dec 14, 2011 1:43 pm
Re: Merchant Wagon
I totally would love a infinite storage on wheels. Just imagine the perfect ore storage for mining or mobile clay facility that you can move around. Perfect for all around use, except for trade of course. But then trade is for sissy's, real men make there own stuff.
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Tonkyhonk
- Posts: 4501
- Joined: Fri Sep 10, 2010 6:43 am
Re: Merchant Wagon
it almost convinces me that this will be yet another fun tool for abusers, though i didnt think that way when the same thing was suggested by someone else long time ago.
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LadyV
- Posts: 3113
- Joined: Wed Jan 25, 2012 2:34 am
Re: Merchant Wagon
Well I don't like the idea of removing theft from objects because it does add risks and rewards even if its not a desirable goal for most. Since we are talking about Hafen additions right now what if we made theft its own skill? You then have to drop points into it. Lower scores may fail on trying to steal but still leave scents. Higher scores greater chance of success. Obviously a lock of some sort needs to be added. Maybe we can then pit the theft skill vs. the lock q.
As for the wagon I do like the limitation stands already use on q determining how much it can hold. So no infinite containers.
I still think a merchant wagon would be a nice addition. But i do agree new mechanics need to be added to make it work.
As for the wagon I do like the limitation stands already use on q determining how much it can hold. So no infinite containers.
I still think a merchant wagon would be a nice addition. But i do agree new mechanics need to be added to make it work.
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ghozzd
- Posts: 30
- Joined: Thu Jul 11, 2013 6:21 pm
Re: Merchant Wagon
So, what if this merchant wagons require a key like a strongboxes. Also this wagons should ride faster even than 4th running speed and knock and harm people that was ran over by wagon, so you couldnt just catch this wagon on its way, kill the owner and loot it easily. Merchant with the key should reach vilage separately and wait for the wagon to come to open it safely and trade. And yes, it would be a good idea to inject wagon trading system like Nooby mentioned, so it would become safe and sensible way to trade big amounts of stuff because wagon have shitloads of space in it:
NOOBY93 wrote:Personally, in all MMOs I favor WoW's trading system the most. (both sides put stuff, both sides have to agree, when you clicked agree if you change the stuff you put in, you un-agree).
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ZanathKariashi
- Posts: 12
- Joined: Fri May 16, 2014 6:58 am
Re: Merchant Wagon
Just make two versions.
A Cheaper one with the hardness of a palisade (a fair amount of wood, ropes, bone glue, and some leather), and a stronger one with the hardness of a brick wall (needs quite a bit of steel, wood, heavy leather, and wrought iron).
Both get a key which can be used to Lock/Unlock the stand. While unlocked the stand can be moved like a normal cart and accessed freely to add or take stuff out. While in Lock mode, it's immovable and can only be accessed for barter.
If destroyed, all the contained materials spill out in a pile.
Damaging a locked stand requires vandalism, and leaves scents as appropriate.
A Cheaper one with the hardness of a palisade (a fair amount of wood, ropes, bone glue, and some leather), and a stronger one with the hardness of a brick wall (needs quite a bit of steel, wood, heavy leather, and wrought iron).
Both get a key which can be used to Lock/Unlock the stand. While unlocked the stand can be moved like a normal cart and accessed freely to add or take stuff out. While in Lock mode, it's immovable and can only be accessed for barter.
If destroyed, all the contained materials spill out in a pile.
Damaging a locked stand requires vandalism, and leaves scents as appropriate.