Vilaz you can already do that. Gather enough stuff and dismantle them with your science char and you get parts for anything. But it doesn't prevent players from hauling their stuff to shops because you can't craft everything.
If you want to make enemies, try to change something.
As I said before, new lists stop trading junk for good stuff.Meh, easier to wait until you actually see what its like that me have to explain it all :p
Very nice idea, but the bartering interface also needs a lot of work (if possible without Cvet changing things himself), having to scroll through tons of shit while on a damn TIMER is just not ok.
I personally think it would be best, if vendors would only trade with the items specific for their trade specialization.
though i found this thread while searching for the TIMER issue, i have an idea which may actually contribute. i understand that the timer allows other players a chance to get their turn with an NPC. right? okay. it sucks, but i guess i get it now. my idea about shops: have items in CATEGORY CONTAINTERS. just like when you open bags in a fallout inventory or trade interface, you could open a category in a shop inventory, represented by a generic icon which symbolizes that category! yay! and even sub-categories! i.e. weapons/energy weapons
What about food stands? you know, as we have now got companions that need feeding.
If I understand you correctly you suggest categories to search items when trading in shops.But... That's already been implemented.Sadly I cannot contribute to the main topic of this discussion due to me inability to fully understand what anyone is saying for some reason.