Proposal: Settlement Tasks as Late-Game Resource Sink and Community Content
Objective:
Introduce a late- to end-game system that creates sustained demand for resources, stimulates the in-game economy, and encourages community collaboration.
Background:
-Resource sinks are crucial for driving market demand in MMO economies.
-Example: In Albion Online, PVP gear loss creates constant demand for crafted equipment.
-In this game, settlements and empires already act as ongoing resource drains but will it be enough?
**Proposed System: "Settlement Tasks"
**
Overview:
-Far-off NPC empires periodically send high-level tasks to player settlements that have reached a certain development threshold.
-Tasks function as community-wide objectives requiring large quantities of specific resources.
Example Task:
"Deliver 5,000 Leather and 5,000 Cloth to Empire X within 7 days."
Participation Mechanics:
-Settlement leadership can post the task to their community.
Players contribute by:
-Gathering or crafting the required resources.
-Trading or purchasing from other settlements to meet the demand.
Rewards:
-Upon successful task completion, the settlement receives a small, permanent bonus.
Example: +0.05% crafting speed for a specific profession.
-These bonuses are incremental and stack over time, rewarding long-term investment and participation.
Benefits:
**Economic Stimulation:
**
Creates ongoing demand for core resources, supporting player-driven trade and production.
Community Engagement:
-Encourages collaboration within and between settlements.
-Provides clear, shared goals for player groups.
Settlement Prestige and Progression:
-Grants settlements long-term advantages that can attract new residents and crafters.
Scalability and Replayability:
-Tasks can vary in difficulty, resource types, and rewards.
-Systems can scale with settlement tier, maintaining relevance across stages of the game.