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Sethfire
- Posts: 72
- Joined: Fri Oct 06, 2017 5:45 pm
Intercontinental trading and unique resources
To incentivize intercontinental trading across stretches of ocean, there could be continent unique resources and certain plants that can only grow in certain climates such as coffee, tea, sugar and various fruits. Even if they are not unique, there could be quality and growth speed bonuses which itself would also work the same way by encouraging players to trade and explore new continents. There is no reason to transport a ship full of valuable goods and resources across oceans to a CF-like global market if everything can be locally made and produced at the same or higher quality. This could also incentivize piracy by hijacking the trade ships making trading a high-risk high-reward venture.
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Sarge
- Posts: 2059
- Joined: Fri Oct 09, 2009 3:41 am
Re: Intercontinental trading and unique resources
Been suggested soooo many times, because (imo) it's a great idea.
factnfiction101 wrote:^I agree with this guy.
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Intercontinental trading and unique resources
Wud be better to have certain special nodes on different continents, for example one continent has all the salt, one has all the ices, etc.Sethfire wrote:To incentivize intercontinental trading across stretches of ocean, there could be continent unique resources and certain plants that can only grow in certain climates such as coffee, tea, sugar and various fruits. Even if they are not unique, there could be quality and growth speed bonuses which itself would also work the same way by encouraging players to trade and explore new continents. There is no reason to transport a ship full of valuable goods and resources across oceans to a CF-like global market if everything can be locally made and produced at the same or higher quality. This could also incentivize piracy by hijacking the trade ships making trading a high-risk high-reward venture.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Intercontinental trading and unique resources
Pretty sure they'd just hoard them, especially the two you're talking about. What we actually need is items forged from "natural resources" that have to be crafted from items that only form on different continents so that trade is required for both sides to take advantage of whatever that resource is. We really need to forge more interdependency into the trade system if we hope to see it flourish and "But I can make it all myself" become a thing of the past.overtyped wrote:Wud be better to have certain special nodes on different continents, for example, one continent has all the salt, one has all the ices, etc.
I also strongly support the idea of migratory nodes that pop up at random on the continents where they form. They pop up, they get depleted, they vanish, they reappear somewhere else.
Combine these two ideas and everyone has a chance to participate in the high-value trade, no one can realistically camp resources, and trading across continents becomes somewhat more important.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.