DezNutz wrote:Your goal for this trade suggestion, which you do hardly any of, is to create Merchant vs. Merchant conflict. You state it quite clearly in the first couple of sentences. Conflicts do not maximize profits. For merchants to maximize profits, it is best to just stay away from this suggestion.
i have done some months of trading, carefully avoiding the top 10 lists (although i was on it for a few days due to surplus of howkers needed for the 500 ship mission). i managed to stay of the radar, casting my party cards and building up my hide out. truth is that i got bored by it. the war with [AYES] helped me to walk away from the trading side.
at the moment it is best for a merchant to avoid conflict since conflict does not maximize profit. My proposal aims to change this. by owning a contract profit gets maxed. yet contracts are scarce and cannot be owned by all. so obtaining and defending a contract is worthwhile.
see it like stipends coming from port ownership. only all players can join nations freely, no-one can really stop them from doing that. joining a guild is by invitation or application. a guild can avoid a contract been diluted by leeches who just join for the extra cash.
MvM, through this proposal or other means, will change the game. new strategies will need to be developed to do well in the game. not that you need to do so, but that it is smart to do so. if you like to stay in the safety of obscurity, feel free to do so.
yet i do not understand the complains. my proposal is not forced on the unwilling. it offers something new. different from huge changes like legendary voodoo or port battles or player produced supplies. those changes will effect all. this one doesn't.
MvM may sound frightening because the old pirate vs Merchant is known and accepted. what happens when other merchants become real competitors for boons (this proposal) or resources (player produced resources/ limited resources)?
Just imagine that your guild owns a few export contracts and an import contract. each providing 2gc per crate extra. that is 4 gc extra per crate. 2/3rd more profit made by your guild. for that you have to get another guild lose those contracts and be able to defend your fleets. these defenses will limit your losses against normal skirmishes etc as well.
some guilds will become contract merchants while other guilds opt to stay of the radar. each his own. but adding an element that makes MvM profitable is not bad in itself.