Anyone is welcome to make shops or bars for profit. Keep in mind you have to be able to tend to your business enough to keep thieves from robbing you blind, this means that people in a military will have a hard time running a shop, if you leave the planet it's a good idea to get a employe that will mind your shop for you. Any money you make from sells must be subtracted by the cost it takes to get the product in your shop. There is a list of how much it costs shop owners to get weapons. The cost of ship parts is posted too. People can have more than one shop. However, people can also steal money from peoples shops so it is a bad idea to have too many.

As for products, shops can only have a certain product type. No shops with EVERYTHING. If every shop had everything they'd be in such total competition that it would lead to monopolies and trusts that would eventually become underground crime. Actually it would just eliminate the need for any other shops on the board and that isn't fair to other players. Basically, pick a product and run with it. You can sell weapons, ship parts, the possibilities are endless, just only one type per shop. Like Jalton's Weapons and Armor, it's not Jalton's Weapons and Armor and Ship Parts, and Hyperdrives and clothes and fishing equipment and sundresses, it's just Weapons and armor.

If you're buying from an NPC shop, the admin RPs the NPC confriming the purchase. If you're buying from a person's shop, you don't need to wait, as long as you pay the right price its good.

Below is a list of the items that you can sell. These are the base prices, you pay this to get the weapon, and then you charge a bit more. Anything you charge more is the profit you make. Remember, it is frowned upon to change your prices to be a little lower then competitions.

Military members such as starfleet personel will have a hard time running a shop, but they can still own the shop, or rent it 
out to other people to run.

-----Hand Weapons-----
Knife: 10 credits
Throwing Knife: 15 credits
Mek'Leth: 30 credits
Bat'Leth: 120 credits
Kar'Takin: 350 credits

-----Phasers/disruptors (Stopped by shields)-----
Type one federation hand phaser: 175 credits
Type two federation hand phaser: 510 credits
Type three federation phaser rifle: 750 credits
Federation compression phaser rifle: 700 credits
Federation isomagnetic disintegrator: 2000 credits
Bajoran phaser pistol: 500 credits
Bajoran phaser rifle: 700 credits
Cardassian phaser pistol: 520 credits
Cardassian phaser rifle: 740 credits
Jem'Hadar disruptor: 600 credits
Jem'Hadar rifle: 750 credits
Klingon disruptor: 530 credits
Klingon Rifle: 750 credits
Klingon sniper rifle: 1500 credits
Romulan disruptor: 510 credits
MORE COMING SOON

-----Projectile Weapons (Not stopped by most shields)-----
TR-116: 2000 credits
TR-116/O: 6000 credits (Ultra light TR-116 with new amunition classes, the ability to bypass weapons scanners and a 100 round clip)
MORE COMING SOON

-----Ammo\Accesories-----
Isomagnetic disintegrator amunition (5): 1000 credits
TR-116 standard amunition (50): 100 credits
TR-116/o standard amunition (100): 200 credits
TR-116/o armour piercing amunition (10): 1000 credits (does not pierce all armour)
TR-116/o Shatter amunition (5): 550 credits (on impact it shatters into micro-shards that rip the inside of the body apart)
TR-116/M kit: 50,000 (Microtransporter and exographic targeting scanner)
Exographic targeting sensor: 2000 credits
MORE COMING SOON

-----Explosives-----
Anti-matter charges (1): 2000 credits
MORE COMMING SOON

-----Armor-----
COMMING SOON

-----Base Armaments\Equipment-----
Anti-Infantry turret (-50 power) : 30,000 credits
Ground to space pulse phaser cannon (-100 power) : 90,000 credits
Ground to space torpedo launcher (-100 power) : 150,000 credits
Base deflector shield emiter (-500 power) : 20,000 credits (one emiter covers 50m squared)
Base power generator (+1000 power) : 10,000 credits
Base transporter (-500 power) : 5000 credits
Self destruct system: 50,000 credits
Land: 100 credits per 10m squared (this does not include rental cost, it is the cost to completley finish a 10m squared section of a base, and make it habatible with life support systems)
Cargo/Shuttle bays: 500 credits per 20m squared
Rent: Rent is determined by an admin, every planet has diferent rates, Some places are free.

-----Misc-----
COMMING SOON

When opening up a shop, you must pay for the space. The costs for each planet change, but ask the leader/an admin of the faction that controls the planet for the cost of a shop.

On another note: Although ANYONE can make a shop (provided they have enough $ to start), no one can make a shipyards without the approval of 2 admins. The cost will be several times more but you can sell ships at any price you want. For shipyards there is a monthly costthat is deducted, for personel and materials. 