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stAKato

About Traders leveling

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stAKato
Posted (edited)

Hello Escapers, dear monsieur Nikita and BSG developers, 

It is all about Traders (quest, item, loyalty, reputation, level) 

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1. There should be a task pattern influencing you max loyalty level with some traders. Based on faction (USEC, BEAR, UN peacekeepers npc), and rock, paper, scissors relations between traders. 

Ex: if you work for Skier, you should not be able to level max Therapist, Prapor (who supports BEAR) and Mechanic. PEACEKEEPER (who supports USEC) is OK with Mechanic and Skier but wants to get rid of Ragman and Therapist etc... Some of them are faction Neutral (Therapist, Mechanic, Ragman, Jaeger) 

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2. Increase the amount of loyalty levels from 4 to wathever you want but at least 5, could limit the amount of stuff you can purchase at a time and increase the interest player have to level up traders. Items would not be obsolete as fast as they are yet (in particular for weapons and mods). 

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3. Some quests could be randomized - both in term of place in the quest queue and requirements. Quests requiring to find some items, mark places / objects or kill SCAV/PMC are not story driven, so they can be randomized. 

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4. Unlocking items should be as tied to reputation as loyalty level. (today, it's more or less only tied to taks and LL, which are a merge of player level, amount of money spent and reputation) - unlocking LL reveals some "basic" content but weapons and their mods would be unlocked at a certain amount of reputation (remember you can loose rep points) 

Variation: rep points unlock money transactions for barter transactions only item. 

This way, you have to choose traders you want to work with. 

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5. Add contextual tasks and events that rewards reputation, money or very rare items (the harder it is, the better the reward) 

Ex: for every player entering the raid on Interchange in which Killah spawns, Ragman sends a message Kill Killah, bring me back his helmet and armor.

Reward: choose from 3 class 4 / 5 armor or +1,00rep or 500000rub. 

Another one : Spawning on Shoreline, Mechanic sends : To every PMC in the area, I found a military grade emitter in the swamp village area, could you please retrieve it for me.

And then Peacekeeper calls: Bring me the emitter and you'll be rewarded with some useful keys. 

Rewards : +0.75rep Mech, - 0.5rep PeaceK + 2 fully modded weapons + 150000rub

OR

+0.9rep PeaceK, -0.4rep Mech + 1 keycard (for the lab or some military base / harbor locked  container/room) + 1000$

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All of these tweaks, changes and additions would make the game less redundant after wipes, more rewarding, more punishing, add a choice system, make the player use some items, develop flee market and auction systems (no one would be ever able to purchase every traders items) IMHO. 

Merci pour reading this post. 

And désolé pour mon bad English. Ask for precisions, react, share. 

 

 

Edited by stAKato

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stAKato
27 minutes ago, stAKato said:

 

About part 5.

These tasks are partially randomized and can only be accomplished by one player at a time, even if he or she is in a squad. They could activate only if a certain amount of conditions are fulfilled (players, scav boss spawn, weather, time, map, Trader's timer to zero, amount of player scav, task spawn rate...)

🇫🇷(  can't delete this emoji on mobile) 

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