I’d like to propose a new mission/task type for Torn that focuses on turning in miscellaneous items to an NPC for cash and bunker bucks.
Why this would be good for Torn
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Gives purpose to useless items: Many items from crimes or other sources (e.g., Sour Milk, Mayan Statues, Mouthwash) are practically worthless and a disappointment to pull. Missions like this would make them wanted again.
- More interesting Crimes: Less attractive crimes that drop items are instantly more exciting as more drop possibilities have actual value.
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Market stimulation: As players start buying up these items, their values will increase. This creates a healthier market ecosystem where nothing feels like total junk.
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Cash sink via market tax: More items being bought and sold in the item market means more Torn cash gets removed via the 5% market tax, helping combat inflation.
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Developer flexibility: Rewards and item pools can be easily tweaked over time to manipulate circulation and pricing of items as the devs see fit.
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Replayability: Any number of these types of missions could be generated. They could be fully randomized or semi-randomized, pulling from a pool of items. If balancing the flavor text per mission is too much work, a standard paragraph template could be used while randomizing the actual item list.
Possible Drawbacks
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More mission management and balancing may be required.
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Whales may manipulate the market on specific items that can frustrate players. But this just means a player can capitalize on gathering that inflated item by pickpocketing a junkie etc. and sell it. Instantly that crime becomes good for everyone.
Example Mission
EDIT: This could be a new daily task feature from Gay instead of a new mission giver. I don't care how it gets introduced but the core idea is good. I realize this flavor text is not Gay's but you get the gist.
Heh… don’t look at me like that, kid. I’ve got a client with, let’s just say, particular tastes. You’re gonna help me keep him happy. I need you to scrounge up the following and drop ‘em off, no questions asked: six Bottle of Beer, two Box of Tissues, one DVD Player, an Erotic DVD, a skimpy set of Lingerie, a pair of rusty Handcuffs, a bottle of cheap Lubricant, and one Mouthwash. Yeah, it’s sleazy, but sleazy sells in Torn City. Bring me the goods and I’ll make sure your wallet’s a lot fatter—with cash up front and a cut of Bunker Bucks for the trouble.
Reward: $3,000,000 and 1 Bunker Buck
EDIT: The reward could be unknown until completion which would include Cash/Bunker Bucks/Points. Points could be great if there were sufficient sinks in place to make them more desired.
Perhaps make the bunker buck reward only a chance for 1 or more in rewards so it doesn't affect the cache market too greatly. If everyone can get bunker bucks, it would encourage them to unlock the bunker which would make points slightly more valuble. I considered the bunker buck reward as an incredible incentive to do these missions.
These missions don't have to be limited to junk items only. I like the bunker buck idea but to compensate for their value, they could be possibly only for the more expensive shopping list missions.
I think this would be a great addition to Torn because it:
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Improves the perceived value of crime/item drops.
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Adds another avenue of play and reward variety.
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Creates a new balancing lever for developers to manage the economy.
Additional Input:
Adding flavor to crimes like burgling a dentist office for dentures and a gold tooth would not go away from this new feature. A 125 day old player could do that crime and actually make some cash from their limited nerve in addition to reading the flavor text of how they received those.
If I need 1 Christmas Lights to finish my task list but they are are too expensive on the market because some whale gobbled all of them up, then I'll burgle a tool shed to get them. If the reward has a bunker buck, then I might do the task. If the Christmas lights are inflated, I'll sell them instead. I would have never read the tool shed flavor text before because there was no incentive for me personally but now I have.
Right now, burgling a beach hut for a net, wait for forever to pickpocket a Mobster for a couple of crime related items or burgle a factory for hinted items that will probably be in the next crime Arson are what players like me are doing because nearly all other crimes make pennies for the nerve I spend.
I understand that the game is different for players at different levels of progress, but this suggestion raises the interest in many more parts of the existing crimes than there is currently. My Christmas Lights example has my perspective in mind but if a noob picks up Christmas Lights, they'll either keep them or sell them for a big profit not knowing why it is valuable but that is okay.
Alternative Rewards:
If new items need a bump in circulation, the rewards for this task/mission could be a quantity of said item. This is far more interesting than just flying to Argentina for the new Lighter item.
If points weren't already in abundance, they could be a great reward for this mechanic instead of bunker bucks. Perhaps this would be a better route if there were more point sinks.