- Everyone wants access to trade (whatever the solution)
There should be a cost/tax (lets call it a silver sink for lack of better terms)
Distance should be a factor. There is a cost of living far away from everyone.
Realism should not win over practicality
So let's treat this as trade mechanics and not some traditional auction house. Some components of the system should be:
- Once you develop the right skills/technology you can build a General Store.
- General Store should have upkeep, but not huge.
- True cost is covered in consumption tax (buy/sell expenses)
- The store will ‘feel’ like an auction house (buy/sell tabs) and be searchable.
- The store could also have a tab for ‘regular’ items in game stalls today (buying glass, etc)
- You will be able to ‘sell’ items to the store (like filling a stall today).
- Items for sale will be visible to everyone who has a General Store
- Items are visible to stores in Boston (unless the fast-travel of goods is to be removed)
- The buy price in the store will include the cost of the distance items will travel
*lets pretend some npc trader is moving the goods and needs to be paid
*This should apply to both your own store or the ones in Boston. - If a General Store is destroyed all its goods for sale would spill onto the ground.
*raiders could ‘remove’ items for sale also - larceny (assuming they don't want to destroy it) - Long term different types of stores could be added if the mechanic is worth it
*Small/Medium/Large that vary the amount of items you can sell.
*Stores for villages vs private claims
*Stores that can cross servers (trading companies) - Mechanic could be added to place orders ‘tab’ but again distance will be a factor.
*buyer needs to factory in the travel costs.
Obviously this removes people going to Boston, so that could be considered a negative. Also not sure if the Dev’s consider trade a priority with so much else in the works. Regardless thanks for reading my rambling.