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Torain
Posted - 2009.02.07 21:12:00 - [1]
 

Edited by: Torain on 15/02/2009 15:45:24
DISCLAIMER: NO NPCs ARE USED IN THIS IDEA.

For awhile now the idea of an NPC Courier system has been floated about, but I've never really heard anything that sits well with me. The current way of transporting goods can be onerous at times, especially when you're picking up buy orders that cover a large area. Let me be honest, I absolutely detest the idea of NPCs doing anything that can be accomplished by the players. Here's my idea to improve on a system that is lacking.

Features (Not all are necessary, but ideas that we as a community can hopefully improve upon)
  • Station Service - We can quibble about the name later, I'm calling it the 'Shipping Office'. This will be a station service also accessible through the right-click menu on items similar to reprocessing. Select ANY item in your hangar bay, select a destination. You pay the shipping fee, and the item is removed from your hangar and placed in the 'Shipping Office'. Pricing has to be based on volume, since there really isn't a reliable way to base it on the item price.

    • Pricing can be modified further. Is the destination/origin High/Low/Null Sec? Is there an unavoidable Sec change in the route? Potential new Trade (Charisma) skills modifying price.

    • At any time you will be able to view the items that you have in the 'Shipment Office' of that station. Maybe another tab in the assets menu. Shipments can be canceled here from anywhere.

    • Shippers enter a station. The 'Shipping Office' will list all available destinations from this location. You can sort by volume, price, or destination (alphabetical by system). The idea here is that multiple people, unknown to each other, are pooling their items together to be picked up by a single person. On the other hand, you can try and ship 100,000 m3 of minerals and people can do it in multiple trips, or 5 different people might end up doing it. Maybe a Freighter pilot has room and just puts it on his ship.

    • The major problem is the method of shipment. How are the items actually transported? Collateral has always been a big issue with me. This system will not be using it. Upon selecting a destination from the 'Shipping Office', you then type in how many m3s you will be carrying. It will match items based on oldest first, then size. It will try it's best with the items in the station to reach that size, though it might not. Once completed you now have a 'Shipping Crate' in your hangar of custom size. It cannot be trashed, reprocessed, or opened. Meta reasons for this can be self-destruct, or whatever you please. You have 24 hours to deliver it. Not delivering results in its destruction, replacing the items back into their original station.

  • Time of Purchase - With the 'Shipping Office' in mind, this will take place during the sale of an item at any station other than the station where the order was placed. Items purchased this way will be automatically put into the 'Shipping Office' of their stations, with the destination as the order location. 1 jump up to Regional buy orders can now be automatically shipped to the originating station. There might possibly be a small premium for this paid during the order setup. A check box that increases broker-fees perhaps.

    It would theoretically be possible to setup automatic shipments for your orders, while someone else doesn't, as they are willing to ship it themselves. Those shippers will then be given the opportunity for extra ISK when they pick up their order, bringing your orders to you as well.

  • Trade Skills - I see these as being higher level trade skills. Something that modifies pricing, remote distance, etc.

  • Players Ship Goods - Players are the ones that actually ship the goods. No NPCs.

Torain
Posted - 2009.02.07 21:13:00 - [2]
 

Edited by: Torain on 07/02/2009 22:02:40
What I'm trying to do is avoid exploitation, but open shipping up to new players with smaller ships and no collateral. I would really like people to contribute to this, add things I didn't think off, and poke holes in it. This is not supposed to replace the Courier system. My system is only intended to be used inside a region. It is not inter-regional. I would like the end result to be that my system takes care of the mundane, but the courier system takes care of the specialty shipments, whatever they may be.

Torain
Posted - 2009.02.09 00:18:00 - [3]
 

Thinking further, I've finally decided to suggest a price for this system, and some modification for the skills and the Sec changes.
  • 10 ISK base hauler reward per m3, skills could potentially raise this to 15 (+25%).
  • 20 ISK base shipper pay per m3, skill could potentially lower this to 15 (-25%).
  • Only one of the following modifiers is will be applied.
    • Either starting or ending in Null/Low Sec increases by 50% (Only once).
    • Unavoidable Sec change (Null/Low/High) will double both numbers (Only once).
  • Worst case scenario being 40 ISK per m3 without skills.
  • Worst case scenario being 30 ISK per m3 with skills.
  • Veldspar for example weighs .1 m3, and is worth 12. Transporting 1 unit would cost 4 to 1.5 ISK.
  • Tritanium for example weighs .01 m3, and is worth 4. Transporting 1 unit would cost .4 to .15 ISK.

Following are some examples of what you could expect to pay, and be payed for shipping.
  • 10,000 m3 in high-sec and no Sec change.
    • Best Skills: Pay/Receive 150,000 ISK to ship.
    • No Skills: Pay 200,000 - Receive 100,000.

  • 10,000 m3 in null/low-sec, and no Sec change.
    • Best Skills: Pay/Receive 225,000 ISK to ship.
    • No Skills: Pay 300,000 - Receive 150,000.

  • 10,000 m3 with a Sec change (The worst modifier).
    • Best Skills: Pay/Receive 300,000 ISK to ship.
    • No Skills: Pay 400,000 - Receive 200,000.

  • 500,000 m3 in high-sec and no Sec change.
    • Best Skills: Pay/Receive 7,500,000 ISK to ship.
    • No Skills: Pay 10,000,000 - Receive 5,000,000.

  • 500,000 m3 in null/low-sec, and no Sec change.
    • Best Skills: Pay/Receive 11,250,000 ISK to ship.
    • No Skills: Pay 15,000,000 - Receive 7,500,000.

  • 500,000 m3 with a Sec change (The worst modifier).
    • Best Skills: Pay/Receive 15,000,000 ISK to ship.
    • No Skills: Pay 20,000,000 - Receive 10,000,000.


What I tried to to with the pricing is make it worth it. Both to have a product shipped, and to actually be the one shipping it. I've tried show that even with Veldspar and Tritanium, some of the worst things to ship, it can be worth it under some circumstances. I was aiming to make it worth it for Freighter pilots, without it being too profitable for the low-skill haulers in Industrials.

The system leaves the option for you to haul it yourself, and with the best skills you'll break even on the shipping costs since you did yourself. I see the most use of this system in conjunction with large distance buy orders on the market, limiting the functionality to an intra-regional one. Inter-regional shipments will still rely on the Courier Contract system entirely.

I'd really like to hear some differing opinions here.

Sir Substance
Minmatar
Suddenly Ninjas
Tear Extraction And Reclamation Service
Posted - 2009.02.09 00:39:00 - [4]
 

i like the idea of items that arnt delivered going back to the station.

the main problem with courier contracts now is the collateral. i frequently see contracts that are 120,000m3 in size (need a freighter) require 400mil collateral, and pay 12mil for the move.

people with freighters and 400mil to whack on collateral consider 12mil small change.

by removing it, you would encourage people to move the stuff around.


but it is not without flaws.

suppose i want to move a heap fo epxensive implants to 0.0

its a risk, and one i dont wanna take. so package em up, get an alt who to pick up the package, if he gets popped, back to the station the implants go.

Torain
Posted - 2009.02.09 01:01:00 - [5]
 

Originally by: Sir Substance
suppose i want to move a heap fo epxensive implants to 0.0

its a risk, and one i dont wanna take. so package em up, get an alt who to pick up the package, if he gets popped, back to the station the implants go.


I should have been more clear on this point. I want it to operate like all current Trade skills and only be usable inside your current region. This way I hope to avoid the situations you described, and still leave people with the existing options to use Courier Contracts for Inter-regional business.

I don't want to remove the potential for people to disrupt the high volume trade between two regions. It should never be safe for anyone to move high-profit items like BPCs and implants between null-sec and Jita.

Krathos Morpheus
Legion Infernal
Posted - 2009.02.09 01:18:00 - [6]
 

How you avoid exploits coming from the transporters? The collateral is there to protect valuable items being taken by the transporter. I like the idea of a common pool on the courier system. But it needs more security from the scammers imo.

Kahega Amielden
Minmatar Ship Construction Services
Ushra'Khan
Posted - 2009.02.09 01:36:00 - [7]
 

No. Removing player interaction in the form of normalized NPC services is bad.

Torain
Posted - 2009.02.09 01:45:00 - [8]
 

Originally by: Krathos Morpheus
How you avoid exploits coming from the transporters? The collateral is there to protect valuable items being taken by the transporter. I like the idea of a common pool on the courier system. But it needs more security from the scammers imo.
Well, I thought I had covered most of these issues.
  • 24 hours to deliver once accepted. After that they are transported back to originating station.
  • Carrier cannot access the actual goods themselves, ever.
  • In the event of destruction of the transport container, goods revert to orignating station.
I suppose there is one exploit I didn't think of but which you didn't mention. What's stop someone from accepting everything in a station and just sitting on it for griefing issues? I suppose there might be a need for some collateral to dissuade this action.

Maybe you pay the potential reward as 'collateral' when you pick them up? Perhaps even a separate price entirely based on m3 that can be modified by yet another skill. That way the most collateral you would ever have to pay would be 30 ISK per m3.

Torain
Posted - 2009.02.09 01:46:00 - [9]
 

Edited by: Torain on 09/02/2009 02:05:25
Originally by: Kahega Amielden
No. Removing player interaction in the form of normalized NPC services is bad.
Well, it's good that my system has nothing to do with NPCs then I guess, right? Maybe that wasn't very clear, but actual people will be transporting these goods. I've edited the main post to highlight this fact.

Thanks for bringing to my attention that this wasn't exactly clear. Reading over what I've written so far, it is a little confusing.

Krathos Morpheus
Legion Infernal
Posted - 2009.02.09 02:06:00 - [10]
 

No risk then? I think that items going back to the station is not good for the game, actually transporting something comes with the risk of loosing it. I don't like it, sure I would like to use this, but that's not within what EVE should be imo.

Torain
Posted - 2009.02.09 02:57:00 - [11]
 

Edited by: Torain on 10/02/2009 20:33:57
Originally by: Krathos Morpheus
No risk then? I think that items going back to the station is not good for the game, actually transporting something comes with the risk of loosing it. I don't like it, sure I would like to use this, but that's not within what EVE should be imo.
You're right of course. With my original idea there really is very little risk. This is because I was trying to avoid the absolutely stupid collateral Courier system we currently have. There's a potential solution to this that doesn't break my system, and still protects the person doing the shipping.

Insurance System
  • Checkbox when when placing an item into the 'Shipping Office'.
  • You pay an additional amount per m3 to 'Insure' your shipment. Once again something that can be potentially modified with skills.
  • Insured shipments will reappear back in their originating stations
  • Un-insured shipments will simply be lost.

This creates a certain amount of risk for the person shipping their goods, but at an increased cost. At some point though there has to be an element of 'no-risk' if we're ever going to get away from the ludicrous collateral Contract Courier system we have. You're essentially buying whatever you're shipping.

If you want, you can pretend that there are Meta reasons for the 'Shipping Office' taking on the risk when someone purchases the insurance. The primary risk I had foreseen though was that if your shipment keeps getting intercepted, it would never get delivered. Wasting time. To demand that everything in the game carry massive amounts of risk is just silly. I'm simply trying to expand a part of the game that is severely lacking. Currently being a dedicated shipper is hardly a viable career, especially if you're not flying a Freighter.

In the end though, there's still plenty of risk for transporting between two different Regions. If you're a pirate looking to steal goods being transported, camp the Regional gates. Right now there's real no functional difference between Regions except for markets. This would actually create one, while increasing trade both between Regions and inside them. You would now be able to do something inside a Region that is impossible to accomplish between two different Regions.

Sir Substance
Minmatar
Suddenly Ninjas
Tear Extraction And Reclamation Service
Posted - 2009.02.09 03:28:00 - [12]
 

i like the idea of insuring your stuff that is being transported.

it moves the responsibility from the guy doing the moving to the owner, where it should be.

make it very expensive per m3, so it is extremely cost prohibative to insure, say an isogen shipment, marginally so to insure a zydrine shipment or a mercoxite shipment, and only really worthwhile when talking about stuff like implants and other tiny but expensive items.

Torain
Posted - 2009.02.10 21:04:00 - [13]
 

The goal of my system has always been three-fold. I wanted to make it affordable to ship goods, without making it an inferior system to what we're currently using. I also wanted to make it worthwhile (Pricing and easier to find routes) to the person physically moving the goods, so that goods might actually get shipped. The most important part of my system though is that I wanted to remove the risk completely from the person carrying the goods.

Above, I've described what little risk I'm willing to accept. Some collateral may be appropriate. Maybe instead, or in addtion to that, you could take a standing hit from the faction that the shipment originated from. In addtion, you could only accept 5k m3 per 1 standing you have with the faction. With a minimum of 1k m3, and a maximum of infinite m3 at 8.0 standing. Make the standing loss based on the amount of m3 lost.

Right now, the Courier Contract system protects the shipper completely. Collateral makes it so that you're never worried about losing your goods, as you will always be paid for their listed worth. Hell, you can attempt and ship 1 Tritanium with a collateral of 100 million and then intercept the shipper and come out ahead. Essentially, a shipper in the current system is never at risk.

The problem of course is the contract carrier is the person carrying 100% of the risk. They have to spend time picking through the Contract system to find something they can afford and that might reward them for their time. These are usually few and very far between. Then when they finally find something, they are essentially purchasing it not even knowing what it is! The end result is very few things get carried at any speed at all. The volume of moved goods through the Contract system is miniscule compared to other methods. Those other methods often just being delivery with purchase of goods.

Seeing as how a shipper is never at risk in the current system, I thought it appropriate to make the shipper never at risk in my system. I had to add a way to make the carrier also immune to risk, and the end result is what you see. I don't approve of my 'Insurance' system, to be honest. The idea is certainly there, and it may be an adequate solution, but it would vastly increase the cost of shipping to a point as to make the system never worthwhile.

I'm trying to devise a system that makes it easier to find shipments. I really like the shipment pool in stations for a common destination. I'm also trying to protect the carrier so that the people most likely to do the shipping (low sp, little money), will be willing to use it. Both of these combined with the fact that I don't want it to be inferior to the current system and you end up where I'm at. It's hard.

Marcus Gideon
Gallente
Federal Defense Operations
Posted - 2009.02.10 21:15:00 - [14]
 

So long as...

1) If a courier gets popped en route, the item doesn't magically reappear at the station ready for the next contractor.

2) There is a reasonable price assessed, on both sides of the deal.

I think this would be a great replacement for Courier Contracts. The current system is flawed. As was stated earlier... When someone makes a contract asking to have 1 bullet hauled through 25 Low/Null Sec jumps, it's obviously a scam. When someone asks for a Lvl V Freighter full of materials to be hauled, asking billions in Collateral, and offering 3.50ISK reward, it's a scam.

No one can get their merchandise hauled, because no one trusts Contracts anymore. Players have taken to selling their hauling services in the forums, before they bother looking for contracts in their area.

I like this idea, that an NPC official is making sure that courier requests will look fair for all parties involved.

Torain
Posted - 2009.02.10 21:22:00 - [15]
 

Originally by: Marcus Gideon
So long as...

1) If a courier gets popped en route, the item doesn't magically reappear at the station ready for the next contractor.

2) There is a reasonable price assessed, on both sides of the deal.
In response to (1), I'm willing to debate the length of time it take to reappear back in station. The easiest would obviously be after a scheduled down-time, but any number more than 2 hours would be adequate I think. The idea leaves a lot up to future balancing.

As far as (2) goes, the pricing I suggested is a guide only. It's simply there to give people some idea what I have in mind, and the goals behind the pricing. I think the price range is fine, but once again it's open to refinement.

Karrade Krise
Posted - 2009.02.10 21:24:00 - [16]
 

I like the ammount of thought you've put into this. Sounds good. Only thing I would love to add (unless you mentioned it and I missed it) is that the Player/Employer should *escort* the NPCs to the destination. I made a slightly more detailed thread on this days ago.

But yea, good ideas.

Marcus Gideon
Gallente
Federal Defense Operations
Posted - 2009.02.10 21:25:00 - [17]
 

What I mean by #1, is that PiratesYARRRR!! could gank your courier, because they know you were awaiting a delivery. So they steal the cargo, and contact you for ransom to get it back.

If the item simply vanishes from space, and finds its way home like a lost puppy...

As for pricing, I only mean that the current Collateral/Reward system is broken. It should be worthwhile to carry stuff.

Torain
Posted - 2009.02.10 21:47:00 - [18]
 

Edited by: Torain on 10/02/2009 21:57:23
Originally by: Karrade Krise
I like the ammount of thought you've put into this. Sounds good. Only thing I would love to add (unless you mentioned it and I missed it) is that the Player/Employer should *escort* the NPCs to the destination. I made a slightly more detailed thread on this days ago.



I would like to point out, again, that my system does not employ NPCs. I will never support a system that does.

Torain
Posted - 2009.02.10 21:56:00 - [19]
 

Originally by: Marcus Gideon
What I mean by #1, is that PiratesYARRRR!! could gank your courier, because they know you were awaiting a delivery. So they steal the cargo, and contact you for ransom to get it back.
The only problem I see with this is that with my proposed system, you could be carrying 100s of different peoples stuff in your hold, all inside one package. Ransoming a cargo would be pretty difficult as there is really no way to tell what is inside your courier package, or even who it belongs to.

I will accept that perhaps the package stick around for awhile to give the pirates the opportunity to deliver it themselves, but that really doesn't make much sense. If the pirates wanted to deliver that package (or anything), they had just as much opportunity to do it as the person carrying it did.

Unfortunately, to remove a lot of the risk from the system without introducing exploits, I had to remove the ability for anyone to access the packages once they were in transit. Pirates would still get the ship kill, just not the items.

Dantes Revenge
Caldari
Posted - 2009.02.10 23:19:00 - [20]
 

It certainly sounds like a feasable system. The main problem with getting people into lowsec is the lack of market. Having some way to transport goods to lowsec markets without the obvious risks is something that would boost the markets there. Good for both pirates as well as others. Once a decent market is established in lowsec, people will have less reason to stay in highsec.

There will still be those who don't want to risk their ships but others who remain in highsec due to the lack of availability of items in lowsec markets will be more inclined to move. I stay in highsec mostly with forays into lowsec for PVP fun. With a viable market in lowsec, I would willingly move permanently knowing that I can replace lost ships etc without having to run the gauntlet of gatecamps in both directions every time.

Anything that boosts lowsec can be seen as an advantage. Enabling goods to be transported to a market hub in lowsec with a limited degree of risk has to be a bonus for everyone. Even pirates would have to agree that not having to travel with an alt into highsec to buy goods has to be an advantage for them.

Twenty Five
Caldari
Perkone
Posted - 2009.02.11 03:47:00 - [21]
 

Obviously, a lot of thought has gone into this. On that basis alone, devs should have a good hard look at this idea.
I, for one, welcome our new shipping overlord.

Kahega Amielden
Minmatar Ship Construction Services
Ushra'Khan
Posted - 2009.02.11 04:10:00 - [22]
 

Still don't like it. It removes player control over pricing, removes the risk of theft, etc...

Twenty Five
Caldari
Perkone
Posted - 2009.02.11 04:42:00 - [23]
 

@Kah:
RE: price
Maybe a 'additional payment to hauler' option. Then the hauler would pick and choose based on prices offered.
RE: risk
That's kind of the point. Courier contracts use huge collateral to reduce risk, but this also reduces the usefulness by quite a bit, seeing as anyone who can pay the collateral doesn't really need the money from the contract itself.

Isabella Montague
Gallente
RUDE Alliance
Posted - 2009.02.11 07:00:00 - [24]
 

Edited by: Isabella Montague on 11/02/2009 07:02:56
I'd make it so if a courrier's ship gets destroyed. The package is recovered by concord and brought to the NEAREST station with a Shipping Office (which would happen at the next downtime). From there the package would be entered back into the shipping pool and wait for someone to pick it up from there.

After a certain delay has gone by (if the package hasn't been delivered) the package would automatically be shipped back to it's destination (by NPCs) and returned to the owner. The owner would get a refund (minus maybe a % due to package return fees).

The current system is broken. As others have said. People aren't going to pay 100+ million in collateral for rewards under 1 million!

I just checked and probably the most worthwhile contract available near me right now is 350,000isk reward and 100,000million collateral. Needless to say I doubt anyone will take that. The system is so broken that even legitimate contracts fail to be picked up because no one bothers to even check anymore.

I think your idea with my little addition would make it more like a REAL postal service. It's not perfect, but it works. Better than the current system at least.

Winter Dragon
Posted - 2009.02.11 09:22:00 - [25]
 

Edited by: Winter Dragon on 11/02/2009 09:52:01
Edited by: Winter Dragon on 11/02/2009 09:49:46
My take on this is perhaps simpler than the author's idea but I make no apology for it: I'm simply looking for a feature to round up 3 items from one place, 6 items from another, 14 from another and bring them across to my current area of operation.

I'm talking about <2000 m3 of cargo to move from several locations, but the time it takes to move the stuff manually from all locations to the location I'm at now isn't really worth the value of the items or time taken to travel. Therefore this is my proposal:

Items less than a certain amount in value should be movable using a feature like the one proposed by the author. More expensive items would have to be moved by conventional means, keeping piloted freighters essential and the risks that go with them. Likewise the same might be said for cargo volume/mass limits. I don't think moving 1 million units of ore or minerals is appropriate with a station service. I think it should be restricted to only a few thousand units of cargo.

A couple of delivery choices wouldn't hurt either.

Option 1: Public transport (~4 hours per jump) @x amount of isk per jump
Option 2: Private courier (~1 hour per jump) @x amount of isk per jump

So if I had some items 24 jumps away I could have them delivered in 1 day using the courier option, or 4 days using the public option.

Hardrim
Posted - 2009.02.11 09:29:00 - [26]
 

A way to make pirates happy could be to leave the package for them and then transporting it to nearest station for a "finders fee".
The fee could come either from shippers or haulers collateral, or be paid by the hauler npcs.
I also like the option for the pirates to actually deliver the items for full reward, especcially if you could use a scanner to see where a cargo was headed before destroying a ship, thus letting all shipments pass but those that are to be delivered in current system.
Also price and reward might need to take the amount of jumps into accont, making long trips pay better than short trips.

Torain
Posted - 2009.02.14 20:25:00 - [27]
 

Basically, all that really matters is that we do something to improve on the current system. I'm trying to put together an idea that satisfies people without resorting to NPCs. The 'Interbus' entry really scares me. I hope to get some ideas started that don't end up with NPCs handling anything.

Usually when trying to solve shipping issues, people will inevitably throw out some form of NPC shipment. EVE is all about the players, and anything that removes them from doing things and has NPCs doing it should be considered a bad idea. We're shouldn't be able to hire NPC fleets to help us fight, so why should there be any to help us with any aspect of the game?

My idea focuses on the fact that people should be the only things running the economy. I don't like any NPC traded goods, everything should be produced by players. everything should be moved by players, and everything should be purchased and sold by players.

People are the focus of this game. It's massively multiplayer. Everything possible should be handled by them. Given that, there will always be some thing that people will never be able to handle themselves. Either because it's too complicated, or it's simply not fun. Designing a proper mechanic for players to handle is always the key.

Burufadanashifahnsa
Minmatar
Posted - 2009.02.15 11:55:00 - [28]
 

Torain I love your idea and support the idea of making "Freight Transporter" more than a hypothetical career.

My Suggestions:

Executive summary:
  • Shipping rate chosen by players.

  • You can mail anything in the region from the assets window.

  • Bonuses for speed.

  • Lost goods return under the senders control.

Deadlines:
What would stop a freighter pilot from hoovering up all the best paying jobs and pushing out small players? Time constraint and remote orders. At the moment I can buy something anywhere in a region, I should also be able to get it mailed to me.

Any job can have a deadline added to the job by which it must be delivered. So I can pay 2m for a nice weapon 10 jumps away and charge say 100,000isk(5% of cost) to get it to me within two hours. Leaving me free to do another mission. If I choose to put a deadline I can also choose whether to put a different price on it after that or have it become "lost". A deadline can be absolute - by 2pm - or relative - within 4hrs.

Even without a deadline every job has an expiry after being accepted - default 24hrs - after which it becomes "lost".

Courier career:
Even a beginner can search jobs by station, system or constellation for anywhere in the region so they can plan a return trip.

Couriers could advertise their availability like a buy order. eg 800m3 left, departing (in 5 mins) for jita, no stops, 40isk/m3, due 1 hour. Senders are accepted first come first served until the shipment is full or the courier undocks. The courier could offer to pay insurance.

Skills could allow acceptance of shipments (for round trips) remotely or decrease broker fees or insurance cost. They could allow more criteria on 'sell' order acceptance for serious courier corps.

Issues:
Security of supply? Tough luck this is Eve. Packages can be destroyed like any other cargo.

At any point a package could become "lost" rather than destroyed. The original courier may lose possesion or a deadline may expire with no lower price offered. The shipper gets an eve mail to that effect and the wallet shows goods as lost.

A lost package can be handed in for a 'bounty' that is a percentage of the fee and is decided by the sender. It must be handed in to any station on the most direct route for the job. A bounty could be zero but the good samaritan is revealed to the sender.

A handed in package stays where it is until collected by the owner or put up for shipping again. The remaining fee after bounty is paid is returned.

Griefers could still stash packages at a station indefinitely. So the sender can set a lost package to self destruct at down time to claim insurance. Yes, this could be far away in 0.0.

The package has source and destination marked but never reveals the identity of the sender although knowledgable players may be able to infer it.

Courier agents will become a bit less fun...

Hope I covered everything Razz

Torain your idea is a great way to make this career a reality.

P.S. I agree. NO npc courier.

RisenPhoenix
Shadowyn Corp.
Posted - 2009.02.15 15:18:00 - [29]
 

Originally by: Kahega Amielden
No. Removing player interaction in the form of normalized NPC services is bad.


exactly this is an mmo if you don't like playing with other people just quit because we don't want you here

Karentaki
Gallente
Oberon Incorporated
Morsus Mihi
Posted - 2009.02.15 17:28:00 - [30]
 

Edited by: Karentaki on 15/02/2009 17:31:08
WOW, this idea is terrible. You suggest that it should be possible to move items of any value for a small fee with absolutely no risk. I'm sorry, but you really have to consider what game you are playing. One of the core tenets of EVE is risk and loss of items, and you suggest removing that. FAIL.

EDIT: I've just noticed one of your replies mentioned changing the 'risk free' system. If that is removed and replaced with insurance then this could be a half decent idea, as long as insurance cost is based on average market/contract value.


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