this server is quite organic in the way that the market works. Before each reset, it is possible to find dozens of items of a single type, sold to earn money with npc or increase the skill.
It would be interesting if it had a dynamic system of quests to encourage the production of different items, to satisfy more the demand of players, that can not find player X or Y to order a certain item, and that they end up with no alternative, being forced to craft they own items.
Type of requests
Producing Armor:
Subtype: Light, Force, Heavy
Producing: Weapon:
Subtype: Finesse, two handed, one handed
Producing: Blasters
Subtype: Pistols or Rifles
Producing: Consumable:
Subtype: Healing kit, antidote kit, force kit, repair kit
Rank of the item: Reward of extra credits over the price of the item. If someone delivery a basic weapon, get “X” value as bonus (10 credits), but if delivery a rank IV, the bonus of each payment can be a lot more (100 credits?) plus the value of the item
Acepting the order, to fill with npc with something he don’t have, give prestige / fame too. Maybe tokens to trade later for special materials or other objects to produce special items, or add a better bonus in some aspect of crafting.
The items produced are not the best sellers, but the ones that are most needed or random ordered. Producing 20 blaster rifles is not the differential. Differential is to produce objects that are not directly sold in the normal vendor, or randomly produced, with a better quality in each unity. The items sold are available in a store, to be accessed by any player
Each pc can access the crafting quest only one time per reset (5 quests each day, in the current auto-reboot setting of the server)