Player trade system

    jayman38

    Precentor-Primus, pro-tempore
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    No other words needed, player to player system to trade.
    This could be the start of an expansion of the shop block. My idea for the upgraded shop block:
    It would serve as a holding area, where players could each activate the block and place inventory items in one of the two inventory areas, visible to both players to avoid scamming, along with a credit amount. After both players hit the "agree" button, the items and/or credits are exchanged. If either player hits "Cancel", the inventory is cleared, and appropriate items are returned to their original owners. The shop block will probably need some sort of quick-and-easy IRC interface, so that the players can discuss the deal without needing regular game chat. (Although that is still an option. I don't yet know if you can /tell or /speak/ or /say to a particular player, without others overhearing.)

    To avoid underhanded theft, the inventory screen will need to be locked when the first "agree" button is pressed. It would be unfortunate for a victim to press "agree", and then have the thief take all their own items and credits off the table, and then "agree" to take all the victim's offered stuff. Sadly, if someone "agrees" right after something is changed that ruins the deal, they'll have to hit "cancel" and start over. But that's just the cost of doing business with a human.

    The shop block builder can hit the "AI" button, and the shop block resumes normal block buying/selling operations like we all know and love.
     

    NeonSturm

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    Imagine:
    1. A station can own any number of trade blocks and players could occupy them.
    2. You can place any number of inventory items in occupied trade blocks - and even shop items.
      • If you place inventory items, you can't use them until you cancel or lose the occupation.
      • If you place shop items, it is like you buy them (some credits are inaccessible), but they don't belong you and you get the credits back when you cancel or lose the occupation.
    3. If you die, leave the station or another player claims the trade block for himself, you lose your occupation.
    4. If you lock your inventory, you create a visible "exchange property"
      1. when you unlock your inventory, it is removed from the list of "acceptable exchange properties" to avoid exploits
    5. You can select other visible exchange properties as "acceptable exchange properties" for to your offer.
    6. If you accept, all others will see a trade request with their own and the other part.

    more trade blocks => more possible offers.
    trading between more than 1 player => possible.
    exchange for some of your own and shop items (which you buy) => possible
    exchange for credits => just handle credits like an added item
     
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    This could be the start of an expansion of the shop block. My idea for the upgraded shop block:
    It would serve as a holding area, where players could each activate the block and place inventory items in one of the two inventory areas, visible to both players to avoid scamming, along with a credit amount. After both players hit the "agree" button, the items and/or credits are exchanged. If either player hits "Cancel", the inventory is cleared, and appropriate items are returned to their original owners. The shop block will probably need some sort of quick-and-easy IRC interface, so that the players can discuss the deal without needing regular game chat. (Although that is still an option. I don't yet know if you can /tell or /speak/ or /say to a particular player, without others overhearing.)

    To avoid underhanded theft, the inventory screen will need to be locked when the first "agree" button is pressed. It would be unfortunate for a victim to press "agree", and then have the thief take all their own items and credits off the table, and then "agree" to take all the victim's offered stuff. Sadly, if someone "agrees" right after something is changed that ruins the deal, they'll have to hit "cancel" and start over. But that's just the cost of doing business with a human.

    The shop block builder can hit the "AI" button, and the shop block resumes normal block buying/selling operations like we all know and love.
    Sounds like Diablos Trade system. Don't care if it is, just want to be able to give something by not dropping it and hoping that they find it in time. :)