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Economy Ideas by Easton:


Trade: Resources plentiful in city A and scarce in city B. Travel must be tough. Time is of the essence as some products will spoil. Raw materials are cheaper than manufactured products. Reliability of caravan guards, etc. from thieves and MOBs. System of advancement/quests for Tradesman to keep it interesting.


Skills involved: Charisma, Crafting, Various resource gathering skills, foot-speed, etc…


Player Businesses: NPC vendors? Player supply system?


Crafting: Realistic loot. Weapons/armor/items break permanently. Rare resources = more valuable crafted items. Level of purity/quality of resources.

- Crafting consists of picking a pattern (e.g. light boots, heavy shield, etc) and then picking the material (or combination of materials) that you will slot into each part of the item (hilt, lining, trigger, stuffing, etc.). The resulting item directly reflects the materials you used for its components.

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