There are a couple of concepts that need to be in place for this idea to work: 1. Radios 2. NPCs 3. Being able trigger NPCs to travel to a certain location 4. A currency or ‘player balance’ The idea is this: Traders would be a fantastic way to trade the items you don’t need and obtain the ones you want. Unfortunately if they were in static locations they would be camped to death... so don’t make them in static locations. Traders travel via Blackhawk to any suitable location on the map. Players who obtain radios are able to either request traders travel to their location, or alternatively – traders may ‘announce’ that they will be at certain locations in-game at a certain time (potentially much easier to script). The traders travel to and from the specified coordinates via helicopter. Players who are at the right place at the right time are able to approach and trade items. Their ‘balance’ is maintained by the trader (serverside) and is reset on death. Another alternative is the ability to request via radio “supply drops”, prevalent on having an existing balance with the trader. Balance requirements: If it’s a call-on-demand implementation, need to prevent individuals or groups ‘hogging/spamming’ the helicopter: o Traders can only be called by radio o Radios are incredibly rare o Traders can only be called once per hour o They can only be called once per 48h by a given radio (this is to prevent a group of players sharing their radio around to get past 48h restrictions) - Traders should have a restricted supply of high-end items. This is not a one-stop shop for NVGs, etc. The idea is that if you manage to survive long-enough, you can build up a balance. You might even be able to request a ‘priority delivery’ (at an inflated price to guarantee an item). - Traders should be somewhat unkillable (or really heavily defended by NPCs). This is to restrict the ability for a group of people to kill and loot high-end items easily. Without knowing the ARMA2 scripting engine, I don’t know how much of this is possible, or even feasible in the DayZ environment. Something like this could be implemented by roleplaying gamers I suppose...