View Full Version : SUG: Contracts
CannibalBob
11-20-2008, 04:26 PM
An idea to streamline 1:1 trading is to introduce a contract system. You propose a contract (offered materials and requested materials, their amounts and at what hourly rate) and if the recipient accepts, then the game automatically performs the trade (required amount of ships get reserved?) at the specified hourly rate... for example, every 24 hours. You can also set a contract expiration date to either a specific date or infinite (canceled when it can be).
CppThis
11-20-2008, 04:33 PM
This would be very nice, indeed I'd say almost necessary for release. The bigger a game population the more griefers, wankers, and munchkins show up so we'll need a way to prevent large-scale scamming via direct trade.
CannibalBob
11-21-2008, 03:25 PM
Well it would also help out a lot when things get bigger (multiple cities and such in multiple nomes) because it would automatically do your trading and such for you.
joshofet
11-22-2008, 02:08 PM
I guess we have the open market for that ...
Caesar Clifford
11-22-2008, 04:45 PM
I guess we have the open market for that
Yeah you never get done if you trade on the market. And i guess a lot of people just use the market and a lot just do direct trades and a lot do a mixture.
Hey Joshofet , well done on your high ranking. And 3rd city too.
Amun Nefer
11-22-2008, 05:20 PM
This would be very nice, indeed I'd say almost necessary for release. The bigger a game population the more griefers, wankers, and munchkins show up so we'll need a way to prevent large-scale scamming via direct trade.
I know what a greifer and a wanker is, but what's a munchkin? :confused:
Caesar Clifford
11-22-2008, 05:39 PM
munchkin = little child.
Usually cute.
Amun Nefer
11-22-2008, 05:51 PM
lol, oh I know that definition, I though it was a "different" definition, if you know what I mean.
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