[Suggestion] Crafting quests and gathering quests

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)

I actually like this idea. Gives more incentive for crafting items, instead of just mass producing stuff to turn around and NPC vendor the items. To make it even more unique, perhaps add a check for the quest where the crafted item has to have a certain modifier on it, too? Like… say the quest wants you to make 5 blaster pistols. Instead of just tossing stuff in to the crafting station, you actually have to look at the ingredients you’re using to see the modifiers they have on them, and plan out the creation of the items. To further reflect on the need of having certain modifiers, perhaps have the quest reward you in slightly more XP for that particular crafting field? Just spit balling here. Feel free to discuss pros and cons, just please keep it constructive. :slight_smile: Seen too many topics where it was “No, this idea sucks. Get wrecked.” Lol.

If a player wish to make a character to become a true crafter / merchant, this can help him to make a regular source of money.

Insteand making a standart, regular item, producing special versions of items can be useful. And this npc sell back to other players

We have a lot of ingredients and resources to enhance the power of crafted items, but no npc incentive to trade. And the players rarely sell stuff from others, except some individuals making they own roleplay as doctors or other professional, but you need to stay online in the same timeframe to have a chance to buy stuff from them.