Fed Ex Quests and Trading.
Posted: Tue Dec 27, 2016 4:18 am
How about some FedEx missions? Be helpful for newbies.
Open up a Fed Ex room in each city:
Deliveries could be fixed or randomised. Small gold/exp reward based on "difficulty". Difficulty being distance travelled and danger of the area travelling in/through.
I suppose you could add bounty ones as well.
New Bounty Hunter Room:
Able to take missions to kill creatures (randomised or fixed based on location). This one more icky, since there is the possibility that you will be levelling in said location anyway (if they were fixed missions - maybe make them in another area?) so maybe it would be unbalancing?
Trade, new Merchant Room:
This will have good based on the location. Each city will have import/export needs (other things no within their usual import could give you a smaller profit or a negative depending on city needs).
Seamore - export fish, import wood, cloth (although since Canopia is close it would be low profit/exp)
Canopia - wood, pelts, meat export, import metal/or (for all them axes etc)
Drevlar - export ore, gems, maybe metal products (weapons/armour - thay are dwarves after all), import meat, alcohol, wood
etc etc
EDITED
Horse and cart needed for trade "missions". It will have hit points, mission failed if it dies. Could even have a small % chance of ambush? Might be icky though with places that have NPC blocks... hmmmm yeh.
If no horse and cart (items stored in pack) less rewards?
Also Escort Missions, take a person from A to B. They die, mission over.
END OF EDIT
Repeatable off course.
Open up a Fed Ex room in each city:
Deliveries could be fixed or randomised. Small gold/exp reward based on "difficulty". Difficulty being distance travelled and danger of the area travelling in/through.
I suppose you could add bounty ones as well.
New Bounty Hunter Room:
Able to take missions to kill creatures (randomised or fixed based on location). This one more icky, since there is the possibility that you will be levelling in said location anyway (if they were fixed missions - maybe make them in another area?) so maybe it would be unbalancing?
Trade, new Merchant Room:
This will have good based on the location. Each city will have import/export needs (other things no within their usual import could give you a smaller profit or a negative depending on city needs).
Seamore - export fish, import wood, cloth (although since Canopia is close it would be low profit/exp)
Canopia - wood, pelts, meat export, import metal/or (for all them axes etc)
Drevlar - export ore, gems, maybe metal products (weapons/armour - thay are dwarves after all), import meat, alcohol, wood
etc etc
EDITED
Horse and cart needed for trade "missions". It will have hit points, mission failed if it dies. Could even have a small % chance of ambush? Might be icky though with places that have NPC blocks... hmmmm yeh.
If no horse and cart (items stored in pack) less rewards?
Also Escort Missions, take a person from A to B. They die, mission over.
END OF EDIT
Repeatable off course.