Player-Generated Contracts System for Services and Missions

Player-Generated Contracts System for Services and Missions
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
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.
The Contracts System will be integrated into the game’s economy, fostering player-driven commerce, logistics, and service-based interactions, particularly benefiting isolated communities and guild supply chains.
Justification

Why Should This Be Implemented?

  1. Expands the Player Economy – Moves beyond vendor-based commerce, allowing service-based gameplay.
  2. Encourages Player Interaction – Players rely on each other for missions rather than NPC Mission Terminals.
  3. Creates an Organic Reputation System – Trust ratings ensure accountability and reliability in transactions.
  4. 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.
 
Just curious how you would stop this from being abused? It is a neat idea but sounds like a lot of time/effort would be required to make this AND this can already be done in Discord so cities/guilds can already have contracts.
 
I like the concept, but I am having a hard time seeing why someone would use this service. Travel isn't difficult throughout the galaxy, and most 'well-stocked' vendors are within 1000km of a shuttle port.
I am 100% all for new and cool ways to get people involved, I just don't see the "WHY?"
I will upvote if I can see a use case for it.

It is well laid out, I just can't see why I'd want to use the services as a player and a crafter. Not saying things should revolve around my playstyle, though.
 
Thanks, Tyr and Chewiejdh.

I think there can ultimately be a delivery guarantee system as part of the equation, after all, this isn't Eve Online :-) . The trust system, similar to Underworld Experience/Faction would facilitate the ability to take on larger contracts, so there would ultimately be an incentive to follow the system correctly. Concerning Discord, sure, it can, but there are certainly many players who don't use it and would rather play the game. I think this creates an in-game system that facilitates ways to make money beyond random terminal missions and killing NPCs for loot.

I think the WHY in this case is similar to why you'd want to use a service like Uber Eats, DoorDash, or similar service. It's a convenience and service offering that currently isn't in the game. It expands on making some crafters more visible vs more well-known ones. For example, let's say I want 5m of x resource, the Supply Mission/Contracts offer different providers an opportunity to bid and provide a service, specifically resource harvesting. Right now, this can be done by "Selling it to my vendor", but this allows for a cleaner transaction and helps a given individual manage multiple open contracts.
 
This has been raised before. And the issue was what happen when they are picked up and not completed. At the moment the swgr team stay out of it and its a gentlemens agreement via discord. If its a game mechanic the team could get swamped with tickets.

For example, I really need a top 1 resource in spawn and someone takes the contract for 2m at 3cpu. But then the don't complete it, I don't get the resource as spawn ends. What happens as its an in game mechanic for the contract.

I love the idea of this. Just seems like a mine field and I'm not sure how you get around it.
 
This has been raised before. And the issue was what happen when they are picked up and not completed. At the moment the swgr team stay out of it and its a gentlemens agreement via discord. If its a game mechanic the team could get swamped with tickets.

For example, I really need a top 1 resource in spawn and someone takes the contract for 2m at 3cpu. But then the don't complete it, I don't get the resource as spawn ends. What happens as its an in game mechanic for the contract.

I love the idea of this. Just seems like a mine field and I'm not sure how you get around it.
Understood, the devil is always in the details.

Could probably employ something like insurance (credit sync) plus an upfront cost to the player picking up the contract.
  • Contract Issuer Chooses Insurance Coverage (%)
    • When creating a Courier or Supply Mission, the issuer can add an insurance fee (e.g., 5-20% of contract value).
    • Higher insurance percentages provide greater refund protection in case of non-completion.
    • The insurance fee is removed from circulation as a credit sync.
  • Escrow System Holds Insured Credits
    • The contract payment is placed in escrow along with the insurance fee.
    • If the contract is completed, the full amount + bonus goes to the contractor.
    • If the contract fails or is abandoned, the issuer receives an automatic payout from escrow based on the insured percentage.
  • Contractor Collateral & Trust-Based Gating
    • High-insurance contracts require a higher trust rating to prevent abuse.
    • Contractors must deposit a small collateral fee (e.g., 10-15% of contract value) to discourage mission hoarding.
    • If they abandon the contract, they forfeit the collateral, and the issuer receives an insurance payout.
Understanding that this is not Eve Online and we want to avoid/mitigate griefing and abuse.

We can also layer in an Auto-Return System which would return the parcel to the Issuer via Secure Vault (Default Safety Mechanism)
  • If a courier drops a contract, the item is returned to the contract issuer via a secure storage system.
  • The issuer can repost the contract without needing to retrieve the item manually.
  • The courier loses their collateral deposit (if applicable) and receives a trust rating penalty.
 
I really think artisan needs access to something other than survey missions and the craft two electronics missions so I broadly support this. I think the supply missions and courier missions should reward merchant experience, too. Currently the only reliable way to earn merchant is by simply letting time pass after placing vendors and that just feels like a stifled opportunity to ask the player for engagement.

There's a lot of room for improvement for some gameplay loops similar to how spin groups work for fighters if that is how the game will stay.
 
I will agree with ScottMullins above in that artisan needs a wider playing fields in regards to missions. I was until recently a CL25 Master WS and picking a survey missions netted like 7k-8k. When I went down to CL3 the rewards dropped to app. 2.5k each so the mission rewards are ties to CL which is counter to the crafter level. I also like the supply and courier mission of this proposal and the merchant exp reward as well.
 
Its an interesting idea. I think the crux of the issue is that you compare it to the convenince of uber eats or door dash. But a player can get get to just about any vendor in the galaxy in about 2 minutes. It would take far longer to create an order, wait for someone to pick it up, then finally deliver it. I couldve gotten it myself in a fraction of the time with no surcharge.

Most people want the fastest cheapest way to do things and this is slower and more expensive than what is currently available.

Alternate idea: What if bazaar terminals allowed you to create a fill order (I think this is an already existing PV)
Relegate the items to modules and components only. No complex or custom orders, keep those in player vendors.
But if you needed a crate of wall modules or control units, you could go to any bazaar, create a request, players can fill that request, and you can pick up that order from ANY bazaar terminal.

This way, you can create convenience and instant purchases from anywhere (portable bazaar included)

Artisans and other crafters gain a niche market where they can browse fill orders and complete them from any bazaar terminal.
 
Its an interesting idea. I think the crux of the issue is that you compare it to the convenince of uber eats or door dash. But a player can get get to just about any vendor in the galaxy in about 2 minutes. It would take far longer to create an order, wait for someone to pick it up, then finally deliver it. I couldve gotten it myself in a fraction of the time with no surcharge.

Most people want the fastest cheapest way to do things and this is slower and more expensive than what is currently available.

Alternate idea: What if bazaar terminals allowed you to create a fill order (I think this is an already existing PV)
Relegate the items to modules and components only. No complex or custom orders, keep those in player vendors.
But if you needed a crate of wall modules or control units, you could go to any bazaar, create a request, players can fill that request, and you can pick up that order from ANY bazaar terminal.

This way, you can create convenience and instant purchases from anywhere (portable bazaar included)

Artisans and other crafters gain a niche market where they can browse fill orders and complete them from any bazaar terminal.
I like your alternate idea! Keeps things simple ... one issue I see generally with orders is that an order indicates a commitment from the issuer as well as the assignee. So the system will have to make sure that the assignee completes the order within a reasonable timeframe and does not sit on it while the issuer is waiting ... one way this could be dealt with is with a bonus if you complete the order faster than expected or a penalty if slower and an unfulfilled order perhaps suspends your 'license' for x amount of time ....
 
I like your alternate idea! Keeps things simple ... one issue I see generally with orders is that an order indicates a commitment from the issuer as well as the assignee. So the system will have to make sure that the assignee completes the order within a reasonable timeframe and does not sit on it while the issuer is waiting ... one way this could be dealt with is with a bonus if you complete the order faster than expected or a penalty if slower and an unfulfilled order perhaps suspends your 'license' for x amount of time ....
Could just make it so that you cannot accept an order unless you have the items on hand, ready to complete right then and there. Until then, you can only make a note of it and collect the order. If someone else beats you to it, that's the nature of the game heh
 
There was a pitch for this thing in live for the original SWG development. REALLY EARLY stuff way before my time, but I recall dev videos or old timers talking about it.

Like the era when you died and left your gear behind etc. That Early.
You'd setup contracts like the mission terminal system but if you failed to deliver, You'd get a Player bounty or some such was the idea. Obviously it never really came about.

Actual players hiring each other to do tasks using an in game mechanic could be fun, but that'll be one hell of work load.


Upvoting for interest as I wanna see at least some idea come of it. Kinda something like the chronicler system maybe but used to create jobs and tasks.
 
There was a pitch for this thing in live for the original SWG development. REALLY EARLY stuff way before my time, but I recall dev videos or old timers talking about it.

Like the era when you died and left your gear behind etc. That Early.
You'd setup contracts like the mission terminal system but if you failed to deliver, You'd get a Player bounty or some such was the idea. Obviously it never really came about.

Actual players hiring each other to do tasks using an in game mechanic could be fun, but that'll be one hell of work load.


Upvoting for interest as I wanna see at least some idea come of it. Kinda something like the chronicler system maybe but used to create jobs and tasks.
Wildstar did a good version of this. No bounty contracts but it was very useful and did open a way to craft and be involved in the player market
 
I'm not advocating for the Bh side lol... fun as that'd be for RP immersion lets be real... This is about giving us something Productive for the Economy and to gain something out of it.
I need something, You do this yadda yadda we get something yadda yadda.

I am 100% down for contracts becoming more than just a gentlemen's agreement and getting a mechanical system.
Will just be work, but the best things are always hard work.


Imagine if you could setup contracts for specific loot instead of this vendor offering and selling on vendors to get paid.
Contracts to turn in 100 Pieces of Stat Loot at a guild drop box or public box in ME.
Paid 10k Per Turn in etc.


Instead of discord trade we just have a post board with jobs saying hey I'm buying Augs for these prices etc.
Lot fo code work, but if it could be done, My god it'd be beautiful and give something unique to the server.

I might be pipe dreaming a little but its worth it I think to try.

said it before but a mission crafter system like the chronicler but for more than just tokens and rp flavor.
 
I think this is an interesting approach for the whole "ordering an Item" process where someone either requires a item crafted or a crafter requires specific resources/sub components/looted component.

However the suggested fill-order system would fulfill this specific aspect better - especially when you do not lock the order to a single person that "accepts" it but rather have it to be completed by whoever can provide the ordered items first. - This naturally will imply a priority to your order depending on "how good of a deal" it is due to competition. There is not much point to set up "i need resource x @ 2cpu by tomorrow", when the suggested contract is more wishful thinking instead of realistically priced in the current market.
I wouldn't restrict it exclusively to the bazaar either.

While obviously people will want access to this system at no cost, this actually naturally could also become part of the merchant class to make it more interesting and worth investing.
Alternatively the chronicle system could probably be interestingly reutilized/expanded for this, which naturally implements some sort of xp/reward structure that isn't gamebreaking.

The whole delivery part of it i think is probably something that will not be utilized a lot - especially since we have some sort of drop-off system coming already.
Generally however i like the idea - have an upvote