Caravans and Economy: How to Make the System Truly Alive
At the moment, caravans in Ashes of Creation seem like an isolated mechanic that lacks deep economic impact. They currently serve more as a PvP event rather than a meaningful system for building real trade between nodes. The transportation mechanic does not encourage players to think strategically or to participate in the world's economic processes.
I believe caravans could become a key part of Vera's living economy if they are properly integrated into a system of regional supply and demand. This would create a real need for trade, where players are motivated to move resources from one node to another where they are scarce.
Suggestions to Improve the Caravan System1. Real Economy and Trade Routes
Creating a system where resources are regionally locked (
as I suggested in this earlier topic) would encourage players to participate in real economic activities. For example, if a certain resource is only available in one region, players would need to transport it to other regions where it is lacking. This would create real trade routes, give players the opportunity to influence the economy, and, with enough risk, strategic planning, and skill, make a profit.
2. Motivation to Participate in Caravans
Participation in caravans should be rewarding for solo players, small parties, and large guilds alike. Different types of caravans could be introduced:
- Small caravans for solo players with limited cargo space, less defense, but much faster.
- Medium caravans of various sizes, different speeds, and defense characteristics for groups of players.
- Large slow and high defensive caravans for guilds or alliances with coordinated defense mechanics.
At the same time, even a solo player without using a caravan should be able to gather small amounts of resources and carry them by foot to another region. Naturally, this would offer minimal profit due to the low risk and limited inventory space, but
it would still allow new players to participate in the system, and it's also very important.3. Resource Sink and Price Stabilization
When a caravan is destroyed, a portion of the resources will be permanently removed from the game.
This would act as a powerful balancing mechanism, increasing resource flow and stimulating demand.
Without this system, resource losses would be negligible, but with proper implementation, a significant portion of goods moving between nodes would risk destruction, creating a dynamic market with natural price stabilization.
4. Competition for Strategic Nodes
Nodes located near valuable resources or ports would become strategic points of interest for guilds and alliances. This would encourage conflict and competition for control over such nodes, adding depth to the gameplay and creating additional points of tension across Vera.
5. Risk vs Reward System
Players would be able to choose their own level of risk and potential reward. The farther the delivery destination, the higher the selling price of the resource—but the greater the risk. The larger the cargo, the more a player stands to lose. This aligns perfectly with the core
risk vs reward design philosophy of Ashes.
Conclusion
Integrating caravans into a deeper economic system involving regional resources, risks and reward would make Ashes of Creation a truly living, dynamic world with a real economy, where resources are blood and caravans are veins.
It would create real economic pathways, allow players to influence the market, stimulate player interaction, and add meaningful depth to gameplay.
Additionally, it would serve as a powerful natural removal of resources from the game, helping to stabilize the game’s economy due to significant losses during transportation.
I hope the developers consider these suggestions and make caravans a meaningful part of Vera's economy, rather than leaving them as just another NPC-driven mechanic with some PvP elements.
I would be happy to hear your comments and thoughts on this.
What other advantages do you see, and what are possible disadvantages?