We know that the market/trade system for oort online is being implemented some time in the near future, but why would we use it? It’s easier just to craft it your self. Or is it? I will be detailing resones and machanices that would make marketing far more rewarding, and popular.
— Agroculture—
Farming in Minecraft is easy, quick, and very low maintenance. I’m thinking that there should be a far more advanced way of farming, in the way that you have to select what traits from the previous harvest you would like to pass on, and what ones you would like to remove. For example, if you have a potato that has a low immunity for diseases, then you may want remove it from the gene pool. Progressively, and through high maintenance, loads of time, and progression, eventually you will have a potato that will be immune to almost any sickness. From there, you could sell your crop to players in need of said crops, and make bank. This can also apply to animals, with balancing out immunity, birth rate, or even speed and endurance for mounts.
—Clothing—
Another cool thing to add would be clothes. Fine robes, dresses, tail coats, none having any real purpose then to make you look good at parties. Using wool and special tools, people could create fine clothes and hats for people, selling them for great prices!
—Governing—
As we know, beacons are special areas in which plays can keep there creations safe. But what if, you could have a huge beacon, covering a huge area, in which to create your city? I am suggesting a City Beacon, that reqiers some of the most exotic and hard to find materials in the worlds of Oortia, and would be able to cove huge areas. Now, I’m not saying that this area is protected from trolls and enemies, but public players could set up small shops in the market area, in which a select present age if profite would go to the city, as a tax. In return, the merchants get a most likely bustling area to sell there goods, and possibly some extra profit.