Indication that there are scents attached to an item

Forum for suggesting changes to Salem.

Re: Indication that there are scents attached to an item

Postby Yes » Thu Jan 03, 2013 5:04 pm

martinuzz wrote:One solutions to the GPS problem:

Never buy items.
???
PROFIT!
(a person who plays online games since the 1980s about salem) laywn wrote:I have never seen anything so down right dirty!
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Re: Indication that there are scents attached to an item

Postby iambobthepirate » Thu Jan 03, 2013 5:57 pm

Devourer_of_Pancakes wrote:The problem is, anyone who has access to a stall could buy stuff on the open market, and then try to add it to the stall to see if it was stolen. So stall owners have both the benefit of being the only safe sellers, and being the only ones who get to buy stuff from the open market without risk of getting tracked.


i wasn't advocating for that to be possible, but the implementation i was suggesting imo didn't allow for that anyway if it did i didn't think it through.

Devourer_of_Pancakes wrote:The current situation, where you can just add an invisible GPS chip to any item before selling/trading/donating it, is pretty stupid.


i get the rediculousness of stealing your own stuff to sell as a gps tracker however if tracking of stolen items is possible in anyway i don't see how this feature can be avoided.

Devourer_of_Pancakes wrote:With visible item scents, you can choose to sell stolen goods (cheaply), or stash them until the scent has worn off. Because stolen property would be recognizable, you get a clear distinction between legitimate trade and the black market.


ok this part i really like, and didn't think of it in that way before. that by making visible items scents it would provide a mechanism for distinction between black market trade and legitimate trade.

went back to reading the op again and understand what and why procne is advocating.
sorry procne for not spending enough time in understanding what you were advocating.

your idea does solve both problems you addressed
1 getting ride of the gps tracking (which i think is right)
2 forcing raiders/thieves to store the goods for a period of time, so effectively rendering
the original intent of tracking the original thieves.

actually really clever.
Last edited by iambobthepirate on Thu Jan 03, 2013 6:52 pm, edited 1 time in total.
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Re: Indication that there are scents attached to an item

Postby iambobthepirate » Thu Jan 03, 2013 6:33 pm

double post
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Re: Indication that there are scents attached to an item

Postby Ass_Kraken » Thu Jan 03, 2013 10:13 pm

martinuzz wrote:Two solutions to the GPS problem:

1) Build a separate location to serve as 'item quarantaine'. No heavy defense needed, the only thing you will lose when it's raided is the suspicious items that are stored there. Only store newly bought items there for as long as it takes theft scents to expire.

2) buy one or more slots in a market stall. Whenever you buy a suspicious item, put it up for sale there yourself, highly overpriced. Get them back once scents expire. Can't be looted. Worst that can happen is you making a profit if an emotionally attached owner actually buys it back.

Alt vaults in boston are superior.

I would like this idea greatly though.
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Re: Indication that there are scents attached to an item

Postby JinxDevona » Thu Jan 03, 2013 10:20 pm

Can stolen items be tracked if they are underground (in a mine)? Because if they can't, one could simply store newly bought items in a mine long enough for possible scents to wear off, or simply just use it right away.

I do agree that, maybe, only items without scents could be sold in stalls. It would be a safe place to buy goods.

I'm not sure if it is worth the effort in programming, but I love the idea of stalls only selling personally crafted items. It would be good for the economy. But, I see an issue with that. Say the stall owner is the Mayor of town. Different people in the town have different responsibilities and the Mayor sells their goods in the stall. That would stop the Mayor from selling the town's goods because he, himself did not craft them. Maybe, crafted items could have a signature, either an individual or town name. Stalls could then be bought in an individual or town name. That way a town stall could sell anything with that town's signature on it. (Like I said, not sure if the idea is worth all the programming it would take)
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Re: Indication that there are scents attached to an item

Postby Ass_Kraken » Thu Jan 03, 2013 10:48 pm

JinxDevona wrote:Can stolen items be tracked if they are underground (in a mine)? Because if they can't, one could simply store newly bought items in a mine long enough for possible scents to wear off, or simply just use it right away.

I do agree that, maybe, only items without scents could be sold in stalls. It would be a safe place to buy goods.

I'm not sure if it is worth the effort in programming, but I love the idea of stalls only selling personally crafted items. It would be good for the economy. But, I see an issue with that. Say the stall owner is the Mayor of town. Different people in the town have different responsibilities and the Mayor sells their goods in the stall. That would stop the Mayor from selling the town's goods because he, himself did not craft them. Maybe, crafted items could have a signature, either an individual or town name. Stalls could then be bought in an individual or town name. That way a town stall could sell anything with that town's signature on it. (Like I said, not sure if the idea is worth all the programming it would take)

Items can be tracked to the mine, and please no on the personally crafted items on being able to be sold in stalls.
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