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osiriszoran

Possible trade post set up.

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Having read about the few people trying to set up trading posts and the difficulties they're having with logistics i began thinking of ways to solve the majority of the problems i believe.

The set up would involve a building with only one way in, say one of the cathedrals in electro or cherno etc.

Anyway you position your guards in the back of the cathedral facing the door. You then require any customers wanting to trade to enter the cathedral WALKING BACKWARDS with pistol only facing the door way. They're then to side step either left or right wall (still facing the door) and deposit any 2 USEFUL supplies (or however you want to set the trade values). They then can sidestep to the middle of the cathedral where the advailable supplies are where they can pick up any 1 item per 2 donations.

After receiving their item they then can leave via the front door. The point is at no time are they EVER FACING the trade authorities or guards. Turning around to face the trade authority or guards would mean instant death.

Survivors can be instructed when the trading post is open/closed to new "customers" to prevent survivors running into each other outside the cathedral.

People who try to server login would be killed before they finish loading since its such a small area.

Also bandits who try to invade the trading post would find it tough to get a shot deep inside the cathedral since there isnt many angles without making yourself exposed. Also you could station guards outside the cathedral in the general vicinity to watch over anyone trying to camp outside the cathedral whose looking to pick up customers from a distance.

You would be able to tell the difference between a bandit and customer by them walking backwards at all times within the trading post.

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Using a church in any town is instant suicide.

Would be incredibly easy for me to toss a grenade in there from an angle at which I could not be fired upon by your guards. Furthermore, there isn't a town/area on the map with a one way building that doesn't offer considerable options for a sniper to overlook the area and pick off people entering/leaving.

I'm not going to lie - if I heard several players were congrgating in a building in my server...I would be SEVERELY tempted to see how much damage a grenade could do.

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Using a church in any town is instant suicide.

Would be incredibly easy for me to toss a grenade in there from an angle at which I could not be fired upon by your guards. Furthermore' date=' there isn't a town/area on the map with a one way building that doesn't offer considerable options for a sniper to overlook the area and pick off people entering/leaving.

I'm not going to lie - if I heard several players were congrgating in a building in my server...I would be SEVERELY tempted to see how much damage a grenade could do.

[/quote']

would be pretty hard to throw a grenade into the cathedral on cherno. The area in front of the cathedral is very exposed. a well placed sniper guard watching over it would eliminate any bandit standing on the sides trying to get a angle to toss in.

Also a sniper picking people off in the cherno area occurs anyway. Ive scouted the cherno area and there isnt any high vantage spots where a sniper can perch and shoot at people outside the cathedral. They would have to go prone and in the open area exposed.

Also grenades are pretty hard to come by along the coast.

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Using a church in any town is instant suicide.

Would be incredibly easy for me to toss a grenade in there from an angle at which I could not be fired upon by your guards. Furthermore' date=' there isn't a town/area on the map with a one way building that doesn't offer considerable options for a sniper to overlook the area and pick off people entering/leaving.

I'm not going to lie - if I heard several players were congrgating in a building in my server...I would be SEVERELY tempted to see how much damage a grenade could do.

[/quote']

would be pretty hard to throw a grenade into the cathedral on cherno. The area in front of the cathedral is very exposed. a well placed sniper guard watching over it would eliminate any bandit standing on the sides trying to get a angle to toss in.

I'm sorry, but a group of 2-3 well armed bandits would make short work of that post.

Not to mention the fact you'd have a constant stream of Makarambos pouring in the door to get a pop at you.

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this is bullshit. there wi'll never be functioning trade posts, at least not at this point of the game. I feel bad for bumping this already

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Using a church in any town is instant suicide.

Would be incredibly easy for me to toss a grenade in there from an angle at which I could not be fired upon by your guards. Furthermore' date=' there isn't a town/area on the map with a one way building that doesn't offer considerable options for a sniper to overlook the area and pick off people entering/leaving.

I'm not going to lie - if I heard several players were congrgating in a building in my server...I would be SEVERELY tempted to see how much damage a grenade could do.

[/quote']

would be pretty hard to throw a grenade into the cathedral on cherno. The area in front of the cathedral is very exposed. a well placed sniper guard watching over it would eliminate any bandit standing on the sides trying to get a angle to toss in.

I'm sorry, but a group of 2-3 well armed bandits would make short work of that post.

Not to mention the fact you'd have a constant stream of Makarambos pouring in the door to get a pop at you.

Depends on what the server pop looks like that day. I wouldnt worry about a steam of makarambos pouring into the door vrs assault rifle fire. 3-4 guards with assault rifle gonna stop any makarambos.

not sure how 2-3 well armed bandits gonna be able to shoot guards deep in the cathedral with iron sites already on the door. its a very small window that the guard has to cover compared to the bandit who would have to adjust their aim consierably. Plus the guards have pews for cover

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not sure how 2-3 well armed bandits gonna be able to shoot guards deep in the cathedral with iron sites already on the door. its a very small window that the guard has to cover compared to the bandit who would have to adjust their aim consierably. Plus the guards have pews for cover

You're missing my point.

The second a makarambo with 12 zombies chasing him bursts in that door causing you all to react and fire, the whole of Cherno hears it and more zombies pour in the door.

If that's not an opportunity to nade that door, then I don't know what is. Not to mention if its smoke naded first making the situation even more confusing.

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not sure how 2-3 well armed bandits gonna be able to shoot guards deep in the cathedral with iron sites already on the door. its a very small window that the guard has to cover compared to the bandit who would have to adjust their aim consierably. Plus the guards have pews for cover

You're missing my point.

The second a makarambo with 12 zombies chasing him bursts in that door causing you all to react and fire' date=' the whole of Cherno hears it and more zombies pour in the door.

If that's not an opportunity to nade that door, then I don't know what is. Not to mention if its smoke naded first making the situation even more confusing.

[/quote']

guards watching the door from outside positions and i think guards with aks can handle Zeds. Also, an outside guard could alert that there is a large bandit group in bound.

By all means you cant make a 100% infalliable trade post but this would work for most threats.

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not sure how 2-3 well armed bandits gonna be able to shoot guards deep in the cathedral with iron sites already on the door. its a very small window that the guard has to cover compared to the bandit who would have to adjust their aim consierably. Plus the guards have pews for cover

You're missing my point.

The second a makarambo with 12 zombies chasing him bursts in that door causing you all to react and fire' date=' the whole of Cherno hears it and more zombies pour in the door.

If that's not an opportunity to nade that door, then I don't know what is. Not to mention if its smoke naded first making the situation even more confusing.

[/quote']

guards watching the door from outside positions and i think guards with aks can handle Zeds. Also, an outside guard could alert that there is a large bandit group in bound.

By all means you cant make a 100% infalliable trade post but this would work for most threats.

Also, if it takes an army to bring down your trade outpost Then i say mission accomplished! and it prolly would be one hell of a fight

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I only join if its not in a church because thats most stupid area to be , 1 or 2 grenades timed thrown inside is GG or camping near the church till people who just traded go out ...

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there is a walled courtyard across from the cherno cathedral. put a few guards in that area to monitor the facing / sides of the cathedral. no ones going to be able to chuck grenades into the church without having to taking out those guards first.

you cant gaurantee safety to outside of the trade area ~ no way you can do that ever. but thats the risk vs reward for valuable supplies

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there is a walled courtyard across from the cherno cathedral. put a few guards in that area to monitor the facing / sides of the cathedral. no ones going to be able to chuck grenades into the church without having to taking out those guards first.

you cant gaurantee safety to outside of the trade area ~ no way you can do that ever. but thats the risk vs reward for valuable supplies

You'll be in Cherno, rest assured there will be plenty of people to shoot whoever is outside the cathedral.

You need to relocate this idea to somewhere that isn't noob central.

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im not trying to start a trading post merely suggesting the format for one. Could always use a cathedral in the middle of the map~

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Nice idea but as soon as you announce the location and server every man and his dog is going to descend upon it, instant bloodbath

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I will now point out the only way I see trades can be made somewhat safe. First, some requirements and problems.

The trading organization will never be able to set up a situation where a person wanting to trade with them can feel at ease. If the trading organization can not kill the tradee and steal his stuff whenever they want, it's not safe enough for them to be doing trades. That's the trust-issue.

Tradepost is a no-go. Set up trades is the only way I see possible, and the only way I see it working is by third party communication (to initate the setup), like say forum pm's.

This is how it would work;

Trade-organization makes a post where they explain how to contact them, prices and so on.

Tradee sends a pm, saying he wants a M4A1 CCO SD with 4 STANAG SD mags. Makes a counteroffer or lists his assets to let the traders select what they think it is worth.

Tradee is given a date and time at which point to be available and check his pm's.

At that date and time he gets a pm of a server and location.

He gets to that location where he meets the expendable, a player wearing nothing... at all.

This person leads the tradee, at a sprint, or even in a low-value vehicle if they have one on the server, to a point where they meet up with trader holding the goods. At this point there should be plenty of overwatch snipers and other guards already set up. Bothing having eyes on the tradee and in the direction he was led from.

The trade takes place, in the order of tradee handing over goods first. Both parties are then clear to log off.

The procedure prevents the tradee from having friends set up in ambush (as they can't know exactly where the trade takes place). They get a startingpoint with short notice but then the tradee has to follow the expendable guide.

The only threat is the tradee explaining to his friends where the expendable guide is running and his friends following the same route on a different server and then serverhopping over for a firefight. This can somewhat be avoided by setting a timelimit. After reaching the trader with the goods the tradee only has about 20 seconds to put the item to be traded in the traders backpack or the deal is off and traders disconnect.

This is not an easy way, probably not even feasable concidering the ammount of time it would take for the traders to set up. But it's the only way I can see that would make it safe for the traders, which is needed for them to keep trading.

Ofcourse, an organization could try to do it less safe, but lets face it, they will get hit, over and over.

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Trade post in a town? Waste.

Simply because zeds will waste all of your ammo. Even if they only come one at a time, your ammo consumption will be way over the "income" the trade brings.

An outpost in a non or minimal zed spawn area could be doable.

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'Safe Haven' trade posts would be a welcome addition to the world...they would allow survivors to experience some organised companionship; military minded players would be afforded an opportunity to focus their skills on perimeter tactics and guard techniques; bandits would be presented with an opportunity to stalk havens for supplies and have some real opportunities to exploit and weaknesses that became apparent.

The stories that would arise from this dynamic would be incredibly rich, varied and give a real edge to an already phenomenal mod.

I really support such a venture.

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I heard the only workable idea a while back and I don't know if the guy still has plans to do it so I won't blab it. Also it is infinitely better than this idea. Clue: Islands.

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This will not work. It's cure that you think your guards could stop attackers. I'm sure they could pick off some attackers, but a determined attack would make short work of the camp.

You put guys outside the cathedral? The attackers chuck grenades over the walls to kill them unseen. You put a sniper on over watch somewhere outside the town? No problem, he can be counter-sniped. Anyway you cut it, your idea just won't work.

The simplest way to get in is to zombie train or suicide bomb, neither of which you could defend against, but a moderately skilled attacker could penetrate your defenses with little effort even without resorting to such desperation.

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