Author | Thread: Coverter for resources |
DemonDurai Posts: 92 Location: Jaaron Magus Age: 118 years old
| Message #19868 Posted: Dec 12, 2008, 9:25 am |
The clan's storage for the Bone resources became full (it is usually the first of all the resources) You don't have any research in Bone Golems so you can't create golems to sell to scrap yard. Selling bones on the market for gold or trading it for anything is rare event (unless it is a complete bargain)' and finally... Your own storage is full for bones but you have done all the research you needed and your workshop is upgrade. These will one day become a very common occurrence I am certain So my idea is. 1) A spell that covert resources into other resources. 2)In an alleyway is dodgy looking guy wearing a hooded robe, that make claim for small price he has the long lost alchemy ability of converting Bones to gold or other resources. 3) A NPC that can make golems for you if you have excessive resources, but at an abnormal cost of the resources (a blatant rip off). 4) A game for resources ( A bone game) 5)A huge three headed dog that guard your workshop and is motivated to do so by the amount of bone he consume per day ( my personal favourite). DD Last Edited: Dec 12, 2008, 1:53 pm |
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CommComms Posts: 392 Location: Daylsfeld Magus Age: 127 years old
| Message #19879 Posted: Dec 12, 2008, 10:51 am |
The problem with #1 is that it infringes a bit on the territory of alchemy clans. Wouldn't be fair to them unless it had some absurd motivation cost or ratio. Same goes for the second one, although it's my favorite. Just charge 5x as many gems or something as an alchemy clan gets charged. I concur it would be nice to have something useful to do with unwanted resources other than let them rot away. |
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Haruna Posts: 471 Location: Jinkara Magus Age: 124 years old
| Message #19881 Posted: Dec 12, 2008, 11:21 am |
There is another option available. 6: Remy get's his camels cured of the flu, and caravans could start arriving, bringing goods from the lands outside of Muelsfell, that border the North, South, East and West. One could send out a 'shipment' of goods, pay a fee for the camel usage (perhaps collected again on pickup) determined by the amount of resources sent, and then the caravan leaves, returning in a certain number of days, pending conditions and directions. Once sent, the caravan leader will bargain your resources for another type say Bone for Wood, or mayhaps for a certain item like eyes, armour or a powersource. The kind and amounts you can get are determined by where you go, and mayhaps some oddball supply and demand ratio. A nice option would be to set a min/max amount on the returning shipment, with the leftovers converted to money, that could go towards the pickup fee. Ex: So you send out 100k Bone; To the North, where Bone is scarce do to the harsh conditions; Looking for Iron in return; Minimun amount set to 20K; Maximum to 30K; You pay your camel rental fee for the trip down; (20-50 gp/1K of goods) Wait while the caravan goes off and comes back; Pay the pickup fee for the 27k Iron brought back; You're done. |
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masterslugPosts: 619 Location: Shuul Magus Age: 130 years old Clan: OTAKU | Message #19929 Posted: Dec 12, 2008, 6:40 pm |
I love that idea. I would add an extra element: bandits!! You can either just risk the resources and send them off with fingers crossed or have the option of sending a golem and apprentice along as a guard. That golem would be away from the workshop for the length of the trip. Each day of the trip, when the player logs in they can check the damage of the golem from any attacks. They could then get the apprentice to fix it remotely, but only from the stock of resources sent. So if you send bone north, you would also send a bone golem. Alternatively you send an Iron golem that can be repaired on the return trip. Oh and the more valuable the resources the more attention you potentially draw. |
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TzadkielPosts: 596 Location: Broukendale Magus Age: 130 years old Clan: OTAKU | Message #19933 Posted: Dec 12, 2008, 7:03 pm |
hrmm. Suggests the reality that the terrain in which I have situated my workshop should affect my production. Assuming a Level 20 everything ... if I drop my workshop in a swamp, maybe I produce 3600 clay but only 1200 stone. Make us compete for actual resources and it would substantially change the market since suddenly trades of stone for clay, in kind, would be viable. (the cost of money could go down). |
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BaelielPosts: 215 Location: Last Alvia Dawning Magus Age: 115 years old Clan: ARROW | Message #19957 Posted: Dec 13, 2008, 1:31 am |
Haruna said: There is another option available. 6: Remy get's his camels cured of the flu, and caravans could start arriving, bringing goods from the lands outside of Muelsfell, that border the North, South, East and West. One could send out a 'shipment' of goods, pay a fee for the camel usage (perhaps collected again on pickup) determined by the amount of resources sent, and then the caravan leaves, returning in a certain number of days, pending conditions and directions. Once sent, the caravan leader will bargain your resources for another type say Bone for Wood, or mayhaps for a certain item like eyes, armour or a powersource. The kind and amounts you can get are determined by where you go, and mayhaps some oddball supply and demand ratio. A nice option would be to set a min/max amount on the returning shipment, with the leftovers converted to money, that could go towards the pickup fee. Ex: So you send out 100k Bone; To the North, where Bone is scarce do to the harsh conditions; Looking for Iron in return; Minimun amount set to 20K; Maximum to 30K; You pay your camel rental fee for the trip down; (20-50 gp/1K of goods) Wait while the caravan goes off and comes back; Pay the pickup fee for the 27k Iron brought back; You're done. wonderful idea |
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