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Courier missions and Dukes coin idea.


Mr.Stratholm

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Hi Pimps,

I bounced these ideas off my friends while playing last night and they suggested posting them here so here I go.

Courier idea:

One thing that could change game play for the better is if the traders had an actual courier network between them similar to being able to mail things to have a friend pick those items up at their local trader. Of course this service wouldn't be free and the more you pay the less time it takes for the item to get to the designated trader for a friend or ally to pick up.

Furthermore, this would align well with missions for picking up courier satchel missions as they seem to have couriers but they keep failing and you have to pick these up in missions. One way to improve these missions is to pick up the satchel and instead of returning it to the same trader you would need to return them to the next trader in the relay network. Later in the tier missions there could be missions to be an actual courier. The higher the tier the longer the distance you need to go to deliver the package and if you die along the way it becomes a courier satchel mission with the difficulty being set by the difficulty the failed courier's mission had.

This way you can send supplies to friends clear across the map and add a new way to get experience and money.

Dukes idea:

In the game you can melt Dukes coins into brass as brass is not something you can mine. My idea is to be able to also convert brass into counterfeit Dukes coins with added disadvantages as follows:

1. If you try and buy items from a trader using counterfeit coins you would need to have a thief or some kind of criminal charisma perk to have any kind of chance that the trader doesn't catch you scamming.

 

2. If you are caught scamming then the trader would ban you from their shop for a set amount of days from their shop. My vision is that when you're banned from their shop during that time you would always get teleported out no matter what time of day it is. This way you would become dependent on friends/allies to buy items for you or you have to scavenge/trade to get what you need.

3. This would create the ability to have a money laundering network like actual counterfeiting rings have. It would mean the ability to sell counterfeit coins to other players at reduced price for actual coins. Higher level players would have the perk/ability mentioned above to increase chances of getting away with using counterfeit coins. With that I see that the max chance of success should not exceed 40% for the highest level. The reasoning is that players with this advance of a level would have the ability to visit multiple traders so if they get banned from a few it would not be great for them but they could still get to a trader even though they would have to expend more time and fuel to go to traders further away.

In conclusion, these are my 2 ideas that I think would add another layer of game play to this, already, wonderful game.

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4 hours ago, Mr.Stratholm said:

Courier idea:

One thing that could change game play for the better is if the traders had an actual courier network between them similar to being able to mail things to have a friend pick those items up at their local trader. Of course this service wouldn't be free and the more you pay the less time it takes for the item to get to the designated trader for a friend or ally to pick up.

Furthermore, this would align well with missions for picking up courier satchel missions as they seem to have couriers but they keep failing and you have to pick these up in missions. One way to improve these missions is to pick up the satchel and instead of returning it to the same trader you would need to return them to the next trader in the relay network. Later in the tier missions there could be missions to be an actual courier. The higher the tier the longer the distance you need to go to deliver the package and if you die along the way it becomes a courier satchel mission with the difficulty being set by the difficulty the failed courier's mission had.

 

If what they did with the buried supply missions is any indication, be ready for allot of random, nasty, spawns every hundred blocks or so of travel if TFP does implement this type of mission. 

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5 hours ago, hiemfire said:

 

If what they did with the buried supply missions is any indication, be ready for allot of random, nasty, spawns every hundred blocks or so of travel if TFP does implement this type of mission. 

If that would be based on the tier level of the mission it would work just fine. Low tier then some nasties that are harder than normal and high tier lots of nasties all over the place. That would explain why so many missions require recovering a courier satchel.

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