Author Topic: Idea: Item Parts  (Read 6843 times)

Tom

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Idea: Item Parts
« Topic Start: June 15, 2015, 10:06:23 AM »
Here is an idea that I'm bouncing around in my head to make the game less one-dimensional just about gold:


Every item consists of parts. For an axe that's a stick and a blade. For a sword it's a handle and a blade. For a ring it's gold or silver and some gem. For a scroll its parchment. For a potion its a flask and so on.
The cost of these items is included in the price of them when you buy them from wholesellers. But if you can provide the parts, you can get the items cheaper.

All of these items are also loot in dungeons. Parties bring them back to town and sell them on the market square. Shopkeepers can go to the market square and buy them, based on a reverse auction system. Meaning that they start at some price X, let's say double their base value (meaning you save nothing at all if you buy them at this price). Then every day that nobody buys, the price drops. When someone buys, the price rises. When the price hits the base value, a random amount of that part disappears (wholesellers buy them) and the price rises again to some value.

This introduces competition to shops. You want to have something, but others probably want it as well. Oh look, this is crazy cheap right now, buy for later? Or just buy one part here just to raise the price and make life for the competition more difficult?