The general idea of this suggestion is that at certain points in the game there is a chance a merchant in a bar Suk will be floating by you in the opposite direction selling unique items and buying some qeustionable ones, they might even have barters where you buy things using other items. This could be expanded to other ship encounters such as a jacked up submarine with a live crewman or captain in it that you have to rescue them from, this could even be a new mission.
#Travelling merchants
112 messages · Page 1 of 1 (latest)
this would aim to provide new lore and interactions making the world feel less dead... (it would make people more inclined to interact with npcs who may have interestin stories to tell)
im assuming you and a pirate ship aren't the only subs out there
also the traffic could decrease the lower you get
nah
what will most likely happen is, the majority of players will loot and kill the merchant, just like they do at outposts

just like merchants in games do normally
they would be armed
handcannon
🔫
because the well armed station security clearly stop players
they would be more armed
with mudraptor and shit like that
maybe even two bodygaurds
and sure throw in the fact that the barsuk is on a dead mans switch
so it would explode anyone on it when he dies getting rid of his loot
maybe make him immune to stuns
and slips
not the first time hes been attacked
I would amagine pirates come after his barsuk often
and if you blow the sub up he lose rep

If your going this far you just make them have godmode
why dont we do that to station npcs while were at it
Maybe not remove the loot but negatives to all factions seems fair. People can be locked out and the 1 bug factions do send attack submarines after the player. If it destroyed some of the loot but not all that would make it fair
And make the negative be like -20 or -30 for the main factions
The reactor overloading and breaking some of the loot is fine but not all
point is the sub would explode
so would the loot
but yea
like the merchants loot
he would explode
maybe if somebody steals something
all airlock doors
close
locking everyone in
You can't have all the loot explode lmao
and turns off oxygen
lol
so you sufforcate if you steal
and have to plasma cut out
I mean thats fair
I don’t really take this as an argument against the idea.
If players already loot and steal from outpost then they are going to continue doing that.
This idea the OP is suggesting adds more to the game and saying it’s a bad idea because players murder and loot is an argument not against the idea but an argument against allowing players to have any sort of market.
YES ARGUMENTS!
ITS STARTING!
but fr
good point but suggest fixes to the idea then
killing the merchant wouldn't even be an issue
if you are rping dumb pirates or just dumb
then you are just dumb and your rep will go down 🤷♀️ play how you want to
The argument laid out suggests there is an issue with the current way players are allowed to play and if that’s really an issue that the game devs intended to not be a thing then measures need to be taken to dissuade or outright prevent players from wrecking havoc on stations.
like I said
add an option for that
no right or wrong way to play the game
up to the host
option 1: godmode npcs
option 2: punishable offenses
option 3: no rep loss
🤷♀️
also if you don't already you should be able to select a alliegence campaign start
- coalition
- rebels
- unaffiliated
One: This is a separate idea.
Two: I disagree with this idea because it doesn’t allow for a dynamic play style.
Three: Technically speaking you start the game as a citizen of the coalition, that’s how you play the tutorial and how you register your sub and crew.
As a new player, being able to decide a which faction (even unaffiliated) to support and then later on decide to start supporting a different faction as lore is pieced together through gameplay is a better system (the current system).
Unless you are talking about multiplayer and the host is letting the other players know what kind of faction they want to support.
thats why I added unaffiliated
again this could be turned off
and no im not making a new suggestion
atm
it would allow you to start inherently bad
consider it a hack
achievments could be disabled
this is not the best idea im just saying you should be able to start as a pirate lol
new idea: pirate start
with missions to help rebel factions
Have the merchant ship be in its own ship, with a railgun and a preloaded nuclear railgun shell.
Should make a sufficient deterrent.
The railgun fires if you take any of the crew inside to 50% hp.
I'd love the merchant to be in something like a special beacon station
Like in a mini outpost mid way through a level
Obv armed to the brim.
he has a dead man switch because it’s not the first time he’s been attacked before?

Wait
I mean if he acts like regular merchants
you'd lose all his inventory if you kill him - since he keeps all the stuff in a pocket dimension
at most you'd what steal another 6 revolver rounds (heh)
he keeps it in an emergency ballast
it floods if his heart stops

Nah just have the merchant ship have nothing stealable
Stealing in general would need to be massive more difficult or skill based - rather than "I'll just wait here until y'all move out - and then dash with this diving suit m'kay"
It needs to actually be difficult
Like it really ought to have a rep penalty on the first instance you get caught
then perhaps the merchant could have stealable goods
I think if the devs really wanted to crack down on stealing than making it harder to steal on outposts or high consequences is the route to take and then the occasional sub merchant is easy to steal from cause he’s just in a sub. Maybe call and inform of what happened so you lose rep.
And in future less merchant subs show up in your game because you are a pirate.
This could work by simply having a beacon station sort of structure with some sort of market in it. This could be a merchant npc, or a market board, similar to those in dynamic Europa.
This would reduce lag from having an entire other ship in the level, while keeping the interest of encountering non hostile things in a passageway. Additionally, a fixed structure would decrease the danger of just being sunk by a stray swarm.
I like this idea as well.
It would make sense that there are merchants isolated away from stations, and these could have their own missions to go along with them.
For example, actually bringing a crate of supplies on board one of their stations
or merchant ships become hostile lol
or just don't stop
or both
but yea b eacon station would work
maybe he is trapped at first and by solving the puzzle you save em
Heck, make the merchent guid a universally loved faction so you loose both jovian and coaltion rep on the campaigin
@austere finch