Player Trading
Overview
Direct player-to-player exchange. No middleman, no fees. Trade anything for anything.
How It Works
Trade Flow
- Player A initiates trade with Player B
- Both players exchange items
What Can Be Traded
- Any inventory items
- Cigarettes
- Favors (informal, tracked separately)
- Information (verbal, trust-based)
Trade Reputation
Why It Matters
- Visible to other players
- Affects willingness to trade
- Builds over time
- Hard to rebuild if damaged
Reputation Factors
- Completed trades
- Canceled trades
- Scam reports
- Fair trade history
Reputation Effects
- High rep = more trade opportunities
- Low rep = players avoid you
- Very low = blacklisted by community
Social Dynamics
Trust Building
- Small trades first
- Build relationship over time
- Known traders get better deals
- Reputation spreads through community
Scam Risk
- System doesn’t enforce “fairness”
- Players must judge deals themselves
- Scammers get reputation hit
- Community polices bad actors
Design Goals
For Economy
- Creates organic price discovery
- Enables arbitrage between sources
- Supports specialization
- Builds social connections
For Gameplay
- Trading IS content
- Creates natural interactions
- Information has value
Connected To
- Resource System - What gets traded
- Crew System - Trade within crews
- Gang System - Gang-based trade networks
- Trading Disctinction - Trading disctinction