- Proposal
Overview
Introduce a Contracts System that allows players to post service requests via bazaar-style terminals. This system will support Courier Missions, Supply Missions, and Crafting Requests, enabling player-driven mission creation and completion.
Courier Missions
- Players create contracts by depositing an item for transport and defining a drop-off location.
- Pickup and drop-off targets can be within a single planet, across regions, or galaxy-wide.
- Player-run vendor shops can offer delivery options, automatically generating a courier contract.
- Completion rewards include credit payment + trust rating (higher-value deliveries require higher trust levels).
Supply Missions
- Players request specific resources or materials to be delivered within a set timeframe.
- Contracts specify the required quantity, resource type, and destination.
- Missions can be local (within a city or planet) or interplanetary.
- Rewards include credit payment + trust rating, with higher-tier contracts requiring proven reliability.
- Guilds and player cities can post large-scale supply contracts to support economies in remote or developing settlements.
Crafting Missions
- Players issue requests for crafted items, specifying attributes, quality, and price.
- Crafters with the necessary skills can accept the contract, craft the item, and deliver it.
- Completion rewards include contract payment + trust rating.
- Justification
Why Should This Be Implemented?
- Expands the Player Economy – Moves beyond vendor-based commerce, allowing service-based gameplay.
- Encourages Player Interaction – Players rely on each other for missions rather than NPC Mission Terminals.
- Creates an Organic Reputation System – Trust ratings ensure accountability and reliability in transactions.
- Supports Non-Combat Roles – Enables merchants, crafters, and couriers to have structured in-game missions.
How Will This Affect Players?
- Buyers (Mission Creators): Gain access to reliable delivery and crafting services without detracting from their current gameplay.
- Sellers (Couriers & Crafters): Gain consistent work and credit-making opportunities, creating new progression mechanics.
- Guilds and Cities can create bulk contracts for:
- Material procurement (requesting bulk resources).
- Construction (ordering large buildings or crafting commissions).
- Local courier work (delivering supplies within their city or to a shuttle port).
- Players in smaller, more isolated cities will now have a structured way to generate local economy, hire couriers to fetch materials and grow their community.
- Motivation
What Problem Exists?
- No existing structure for service-based gameplay – Only static player vendors exist.
- Limited ways to make money outside combat and trading – This system introduces structured work for traders, crafters, and transporters.
- Lack of an organic trust-based economy – Players currently rely on manual or out-of-game agreements, which lack security and transparency.
Why Now?
- SWG thrives on player-driven economics, but isolated cities suffer from economic stagnation.
- The lack of structured service roles makes it difficult for new players to sustain themselves in non-combat careers.
- SWG was created before the gig market and services like Uber and Doordash took off.
- This would modernize SWG’s economy and player interactions while maintaining its classic sandbox feel.
- This aligns with SWG’s sandbox design while introducing a much-needed system to support community-driven growth.
This proposal introduces a Player-Generated Contracts System in Star Wars Galaxies (SWG), enabling Courier Missions and Crafting Requests via bazaar-style terminals. Players can post delivery jobs or commission-crafted items, with automated escrow payments and a trust rating system gating higher-value contracts.
The system benefits isolated cities and small communities by fostering local economies, enabling guilds and player cities to outsource supply chain tasks. By expanding service-based gameplay, this system enhances player-driven commerce, logistics, and non-combat progression while strengthening interplayer reliance in SWG’s sandbox world.
The system benefits isolated cities and small communities by fostering local economies, enabling guilds and player cities to outsource supply chain tasks. By expanding service-based gameplay, this system enhances player-driven commerce, logistics, and non-combat progression while strengthening interplayer reliance in SWG’s sandbox world.