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General Info => Ideas & Suggestions => Topic started by: Rainman on February 02, 2012, 11:40:10 am

Title: Shipyard and Ship Building
Post by: Rainman on February 02, 2012, 11:40:10 am
You can design a huge ship, as a meta-virtual blueprint *
Spoiler
(I.e. it's a ship schematic, which makes it a virtual representation from the perspective of in game rather than a "real physical" ingame version. But the "real, physical" ship in-game is still technically only a virtual ship for us players who are outside the game, hence meta-virtual. And yes, this was a very convoluted and unneccesary tangent, which is why it's a spoiler. In short, Inception much? :P
  but you can't then just plop it down into the game as an actual ship and go to town then and there. As the others have mentioned, there'll be a lot of factors, in particular the need to procure sufficient resources and parts to actually build what you've designed, that will make the construction of a ship take some time. From what I understand/have heard, the planned assembly drydocks will have a more or less set build rate- this means that even if you have all of the mountains of metal and circuitry and other whatnots you'll need for a finished ship, a larger vessel takes proportionally longer to build even with the accelerated build rate of a drydock. So truly jaw-droppingly massive ships will take an age to build, and as mentioned might even exceed the build area of the drydocks that are available in the game.

(Excited and inspired spiel coming, skip down to the bottom of the post if you want the TL:DR version)

In which case, you'd need to build your ship in sections and then assemble a construction crew to weld them all together properly (or weld it together by yourself), which would, frankly, be really awesome if you ask me. (Devs, can you make that happen? Pleeeeease? *puppy eyes*) Not only does it ensure people can't spam Huge-Huge ships, but it also means there's actually extra player time and work/effort beyond just the linear increases involved in making a bigger ship, and follows how such large things/megastructures are/would be/have been made in real life. The International Space Station wasn't drydocked, it was prefabricated as a jigsaw puzzle of modules which were built individually, sent up individually, and then assembled together once they were all in orbit.

The other factor is NPC fabrication. IIRC, the devs have mentioned plans to have generic/default ships which a player can buy from NPCs, with the in-game assumption that these generic and mass produced vessels have already been built (or at least manufactured as a some-assembly-required prefab kit) by the NPC organization you're buying it from. These, you'd be able to pay the appropriate sum of credits/materials for, (possibly more than it would cost to build such a ship yourself- capitalism and all, plus it incentivises player-made ships). However, you wouldn't have to wait for it to be assembled, or if you did it'd be for significantly shorter of a time, because it's been NPC-prebuilt, and so you'd have it very quickly and be able to use it right off.

It's the difference between designing and building a powerful custom car in your garage, and going down to the local car salesman and buying an ordinary sedan you get to drive off the lot. That way, if a player *needs* a ship quickly and is willing to sacrifice the better performance they might be able to get out of a scratch-designed craft (but with a longer wait/build time), they have that option, with its attendant benefits and drawbacks. It also ensures that players who aren't very good at designing ships themselves can still get something out of the game, since if they aren't making headway trying to build something from the ground up, they can settle for buying a stock ship.

Not to mention that the way the game is planned to work, absolutely nothing save time/materials/build requirements is stopping a player who needs a ship NOW but still wants to get good performance out of it rather than just "decent" to buy an NPC-made generic vessel and then tweak the hell out of it with after-market customization.

EDIT: Also, what with the market for those prebuilt ships amongst players who've just started the game, have an urgent need for a new vessel but don't have the time/materials/interest to make it themselves... If there's an extra cost beyond what it costs to fabricate a Generic when you buy from an NPC, this also creates fertile ground for an emergent player-driven market in, amongst other things, those same generic ships. Knowing that cost favors player-made versions, enterprising players could get into the business of building exact "knockoffs" of the generic vessels available from NPCs, and then make a killing selling them to players who Want A Ship Now for a cost that's more than the ship's build cost, but less than the NPC Marked Up cost. Such an arrangement benefits both buyer and seller- The Player 1 seller makes a tidy profit, and the Player 2 buyer saves money buying the ship from them. Price gouging is also impossible because the NPC's marked-up price sets an absolute maximum for player-market price; the builders can't drive up costs like in other MMOs because then nobody would buy from them because they could get it from the NPC shipyards for cheaper.


So, to TL:DR summarize:
*Ships in the game will originate from being either NPC made or Player-made.
*NPC ships will intentionally be relatively generic and middle-of-the-road, so that a well-made player-built ship will outperform an equivalent NPC ship in an overall evaluation.
*NPC ships are much quicker to obtain and could be bought purely with cash, but cost more than the raw price of their construction, and as mentioned aren't peak-performance designs.
*Player-made ships only cost the sum of their required materials, but the player has to procure those resources themselves, and player-made ships take more time and effort to build
*Particularly if large ones exceed drydock size constraints and have to be built in sections, then assembled.
*This dynamic enables the natural development of a player-driven economy wherein business minded players build generic ships, which they can sell for less than the NPC manufacturers do, but still turn a profit.
*NPC vendors' set prices enforces that players set fair market prices on their knockoffs.
*The greater supply of NPC-vendor ships and probably sellers vs cheaper player-made copies ensures that NPC vendors are not totally redundant.
*Players who dislike or aren't good at scratch-building ships, or want a ship quickly but don't want it to be mediocre, have a third option; buy an NPC generic or player-copied generic, and then spend the time and resources it takes to soup it up, which is a great middle-of-the-road option.
*Collectively, this covers all the possible routes players could wish from having no ship to getting a ship and having it do what they want, in a way that has reasonable, balanced, and inherent rather than artificially enforced pros and cons to each method.


Edit Zerebo: Split of topic: http://forums.blockaderunnergame.com/index.php?topic=597.0
Title: Re: Shipyard and Ship Building
Post by: Matz05 on February 03, 2012, 06:51:36 pm
Err... wow...


YEEEEEEEESSSSSS!!!!!!!!!!!!!!!!!!!!!!!!! : :D

Welding sections, shipbuilding (or module building for space stations/etc.) as a business, the problem of starter ships solved...

Maybe some NPCs (including ones hired by players and ordered to buy/sell based on certain characteristics?) could even have an "entity shop" tab where you can see player-made stuff that has been sold. A fly-through (editor but read-only?) would be needed to ensure the prospective purchase is what you want, and a search-able/tag-able description would be great.

"<Show: damaged, armed, 200-500 ton> Ooh, that cruiser looks in good shape... Is the internals OK? <view> Hmm... few holes... needs a new port gun, but that's a DeathMatic 450 chaingun, right? I can find one... <buy>"
Title: Re: Shipyard and Ship Building
Post by: MrVorgra on February 04, 2012, 07:11:16 pm
To solve the issue of welding ships together or shipyards being to small -

I give you and infinite size and variable-speed Construction Yard. Also easyier on your computer and looks Like a Giant 3D Space Printer  http://forums.blockaderunnergame.com/index.php?topic=359.0
Title: Re: Shipyard and Ship Building
Post by: Strait Raider on February 04, 2012, 08:25:47 pm
Hmm... That link isn't working for me, Vorgra.

I love the idea of being able to assemble large components of a ship in space, but as a workaround until we are able to combine multiple entities into one single entity, I would suggest fabrication units that float freely in space from a nearby factory or barge of raw materials in order to fabricate a ship of effectively limitless size. If you've ever played Conquest: Frontier Wars you'll know what I'm talking about. Ships are frequently many times the size of the construction yard, so they deploy small ships to do the actual construction.

As for the economics of ships, I wouldn't say any stage in the shipbuilding would be 'free' persay but rather a marginal markup is made at each stage to account for profit.

For example, consider that resources are harvested, the harvester then applies a 10% 'markup' over what it costs him to harvest the resources when he sells it to get his profit, the processor adds a 10% markup over that when he sells it to the fabricator, who produces the product for the dealer at 10% markup, who then sells it to you at another 10% markup. Combined, that makes 146% increase in price over the base cost to harvest the resources.

Within this system for example, if you can strike a deal to buy a ship directly from the fabricator, you would get your ship for only 133% combined markup.

Once we are able to add one entity to another, perhaps there could be either an decrease in cost or an increase in speed for entities that could be constructed completely within a 'drydock'. This could provide savings for those willing to assemble their large ships 'by hand'.

The other reason I really want to see us able to assemble multiple entities together is so that I can create a giant Franken-ship out of parts of my demolished entities. :D
Title: Re: Shipyard and Ship Building
Post by: Alaric on February 05, 2012, 05:27:45 am
Is this (http://forums.blockaderunnergame.com/index.php?topic=359.0) the thread/post you were trying to link to, Vorgra? Your URL tag is a little funky there...
Title: Re: Shipyard and Ship Building
Post by: MrVorgra on February 05, 2012, 08:32:53 am
Oh it seems my Link is has to much Awesome flowing through it, Ill fix it... Sadly  :'(

It would be awesome to tape together broken ships to make and epic, scary and menacing derelict Ship/Floating fortress.....

Edit - Hazza! the link is fixed, the fix was surprisingly noobish (I feel ashamed, I screwed up something that was to be frank, easy)

and for good measure

Spoiler
EPIC
http://forums.blockaderunnergame.com/index.php?topic=359.0
Title: Re: Shipyard and Ship Building
Post by: theallmightybob on February 06, 2012, 09:38:47 am
Hmm... That link isn't working for me, Vorgra.

I love the idea of being able to assemble large components of a ship in space, but as a workaround until we are able to combine multiple entities into one single entity, I would suggest fabrication units that float freely in space from a nearby factory or barge of raw materials in order to fabricate a ship of effectively limitless size. If you've ever played Conquest: Frontier Wars you'll know what I'm talking about. Ships are frequently many times the size of the construction yard, so they deploy small ships to do the actual construction.


yeah I like that idea alot and it would make things simpler then set size ship yards. maybe you could even buy your own construction drones or increase build speed by paying a mark up to "hire" more drones.
Title: Re: Shipyard and Ship Building
Post by: Zero_X4 on February 06, 2012, 04:53:06 pm
I like all three, and think that it would come down to personal preference and ship size, assuming we can weld together entities...
Title: Re: Shipyard and Ship Building
Post by: ChunkofWhat on February 15, 2012, 07:25:23 am
Fighting against poorly-designed npc ships sounds kinda meh :(

It would make the game a little too arcadey.  If you've ever played Captain Forever (http://www.captainforever.com/captainforever.php), you would know exactly what I mean.  Captain Forever is an excellent ship-building and fighting arcade game.  As an arcade game there are a lot of really crap baddies to take out, in this case really awfully designed ones.  It's fun, but from what I've read Blockade Runner is supposed to be a little bit more like EV NOVA (http://www.ambrosiasw.com/games/evn/) (phenomenal series), with a world to explore, missions, narrative, etc.  A world populated by puddies (http://www.youtube.com/watch?v=4huRifZi0UM&feature=related) is not believable, and it is not fun.

You've mentioned downloading other player ship designs.  I'm assuming that means there will be a server up for people to upload and download their creations.  It would probably be a not-so-great idea to populate the world exclusively this way, but for the rare npc super-baddies, perhaps you could spawn user-created ships with the most hits (supposedly, the best designed)?  Con: if you wanted stylized factions, this feature would only work for "solo" npcs.
Title: Re: Shipyard and Ship Building
Post by: Zerebo on February 15, 2012, 10:51:05 am
I don't think the idea was to have crappy NPC ships. Just about the idea to give the player the possibility to buy ships that are very generic.
I'm sure the different factions will have unique, powerfull and spezialized designs that are just not aviable to the player. (Maybe later as some quest reward)
Otherwise fights in singleplayer would become really boring and there would be no reason to board enemy ships.

Title: Re: Shipyard and Ship Building
Post by: blackether on February 15, 2012, 11:30:07 am
Taking a page out out Spore's book wouldn't be such a bad idea in terms of novel content for everyone's game, however, I would think that the devs would want to review each ship to be added to the main game. They could most certainly be built by people on the forum or otherwise (not devs). This kind of input could be very useful in making challenging enemies, as well as helping to test the game.

Additionally, the devs will want to create some more tools for assessing the capabilities of a design without having to actually test it in person. This way, new designs can be weighted against standardized models.
Title: Re: Shipyard and Ship Building
Post by: Matz05 on February 16, 2012, 10:43:58 pm
And perhaps people can find an NPC design that is actually formidable with a few modifications...
A few reprogrammed repair bots, some surplus parts, and a little capital later...
Instant millionaire!
Title: Re: Shipyard and Ship Building
Post by: Xavierman117 on February 19, 2012, 02:55:55 am
I love these ideas! but no-one really cares about my opinions on your opinions. so I'll get right to it.

Player-made ships only cost the sum of their required materials, but the player has to procure those resources themselves, and player-made ships take more time and effort to build
this I don't get/have a problem with. I have NO issues at all with procuring supplies so you can build your ship, but it should Be OPTIONAL IMO.
if I don't have 100,000 tons of steel to build a legacy class, I don't want to have to go and mine it, which also brings up: if we do need to have all these resources to build a ship, how do we store them?
if I have interpreted this wrong let me know. what I read was " you need the raw materials in your possession to build a ship at a dry-dock".
Title: Re: Shipyard and Ship Building
Post by: Rainman on February 19, 2012, 03:16:37 pm
"Procuring resources yourself" also includes things like "buying raw materials mined by another player," "buying raw materials from NPCs," "Trashing a sufficiently sized pirate fleet and scrapping their ships for parts and scrap metal," etcetera. Just the idea that somehow you yourself have to somehow get sufficient resources into your posession to build the ship, not that you have to mine every gram of iron yourself.
Title: Re: Shipyard and Ship Building
Post by: MrVorgra on February 19, 2012, 09:12:50 pm
Yes mining every gram should be the way it works, so I can then beat other players into slavery, Mwahahahaha!!!!!
Title: Re: Shipyard and Ship Building
Post by: Xavierman117 on February 20, 2012, 01:04:43 am
"Procuring resources yourself" also includes things like "buying raw materials mined by another player," "buying raw materials from NPCs," "Trashing a sufficiently sized pirate fleet and scrapping their ships for parts and scrap metal," etcetera. Just the idea that somehow you yourself have to somehow get sufficient resources into your posession to build the ship, not that you have to mine every gram of iron yourself.
cheers for the clear up.

Yes mining every gram should be the way it works, so I can then beat other players into slavery, Mwahahahaha!!!!!
yes. yes times infinity. on the slavery part only though.
Title: Re: Shipyard and Ship Building
Post by: Strait Raider on February 20, 2012, 10:48:21 am
I would assume that one could also simply order any components they didn't have from the shipyard itself, which should have its own supply lines for such things. (they do make ships, after all)
Title: Re: Shipyard and Ship Building
Post by: Zero_X4 on February 20, 2012, 12:45:01 pm
I would assume that one could also simply order any components they didn't have from the shipyard itself, which should have its own supply lines for such things. (they do make ships, after all)

Or have it build to the point where the player's resources are gone, and then put construction on hold for another shipment of materials.
Title: Re: Shipyard and Ship Building
Post by: Z00111111 on February 20, 2012, 05:09:37 pm
Currency would be good in that aspect. You could then just pay a premium for resources straight from the shipyard.
Title: Re: Shipyard and Ship Building
Post by: SnowDragon on February 23, 2012, 11:57:27 am
I like the idea of a player getting a loan from the shipyard, failing to pay his loan and the shipyard company coming to break his knees with a spacegolf club in exchange.
Title: Re: Shipyard and Ship Building
Post by: Zero_X4 on February 23, 2012, 05:12:01 pm
I like the idea of a player getting a loan from the shipyard, failing to pay his loan and the shipyard company coming to break his knees with a spacegolf club in exchange.

All my ships will have a virus embedded in the computer systems. Don't pay up and the life support (or reactor containment) will go offline.
Title: Re: Shipyard and Ship Building
Post by: Alaric on February 24, 2012, 06:24:27 pm
Split ship defenses discussion to here (http://forums.blockaderunnergame.com/index.php?topic=669.0).
Title: Re: Shipyard and Ship Building
Post by: MonteCristo on February 25, 2012, 05:59:48 pm
I love the ideas, but I had some thoughts about the economics of the NPC ships.  I'm not even sure I'd want it this way, but I thought I'd share.

Tangent:

If we're talking about base model NPC ships, it's possible they would be cheap, cheaper than a player could build for themselves.  However, more than likely they'd have very limited, or non-existent customization options and only basic functionality.  That, or more likely the cost to retrofit a base model would cost you more than it would to have built a custom ship in the first place.  Economies of scale, assembly line production, etc, could make these, for lack of a better category, "throw-away" ships.  Player-made vessels, if made with any forethought, could no doubt be much, much more powerful than their cookie-cutter counterpart, but require either the time to gather all the materials yourself, or the extra money to pay for the materials.

Upgrades could be killer too.  Again, not saying I necessarily want it this way, just thinking.  The cost to upgrade certain components on your ship could be massively expensive, depending on the complexity of the ship building system.  Think about replacing your engines (depending on the size of your ship), or your reactor.  The time and labor of gutting or rerouting could double or quadruple the cost of the installation.  This might make it more feasible for players to build new ships after acquiring the materials for several upgrades, as the cost to retrofit the old ship could be huge.  The NPC ships would be great as a temp fix after having your own destroyed, but you'd never hang onto it for long because of the associated cost of upgrading.
Title: Re: Shipyard and Ship Building
Post by: Strait Raider on February 25, 2012, 06:42:54 pm
I think that there should be a slight cost to remove or move blocks around your ship. Ideally the cost would be low enough not to majorly discourage modification, but high enough to prevent gratuitous modification.
Title: Re: Shipyard and Ship Building
Post by: Matz05 on February 25, 2012, 07:32:07 pm
I'd rather have time as the main problem with hand-tool shipbuilding. Cost might be a minor factor...

So you would like to have a flag set on an entity setting a cost multiplier for repairs and adjustments, MonteCristo? Frankly, I think that would be a bad idea. What does it matter what used to be in an entity, if someone went and changed what it actually is?

I see building ships as having three stages:
1: Hand-building: Very labour intensive, slow, easy to do but tedious. See Minecraft/etc.
2: Using your handbuilt first 3d-printer/shipyard rack to make modules for larger projects that you tow into place and weld together by hand.
3: Building shipyards big enough to run off whole ships from .BRDs
Title: Re: Shipyard and Ship Building
Post by: MonteCristo on February 25, 2012, 07:56:45 pm
So you would like to have a flag set on an entity setting a cost multiplier for repairs and adjustments, MonteCristo?

No, I'm just pondering.  I'm not set on total realism by any means; it's just interesting to think about, and it ties in with NPC built ships & their prices. 
Title: Re: Shipyard and Ship Building
Post by: Hyperion on February 23, 2016, 04:29:05 pm
I wanted to archive a thought I had recently in regards to the economics of player made ship designs and how to counter piracy.

Lets say Joe builds a ship from scratch and uploads the schematic to the Marketplace on the main website and sets a price of say 1000 credits. ("U.S.S Enterprise", Designer: Joe, #12345) Larry decides he wants to purchase this design for his own use on Server A. Larry receives a schematic of the ship that he can then go to a shipyard and have them build the ship for him.

The schematic that Larry bought is a licensed copy of the original ship that Joe uploaded for sale, Larry can make modifications to the ship and save it as a revised schematic. However if Larry decides to sell the ship with his modifications on the Marketplace, the schematic will be listed as a revision to the original schematic that Joe uploaded. ("U.S.S Enterprise","Larry's cOol nEw ShIp", Designer: Joe, Revised By: Larry, #12345-1)

Now Sherry on Server B, purchases Larry's revised schematic. She can go in the editor and make changes as she sees fit, however in order to build the ship at a shipyard in her server she must combine the revised schematic she bought from Larry with the original schematic sold by Joe in order to make a licensed copy of the ship with Larry's modifications.

And lastly Joe uploades a Mk II variant to the Martketplace for 10 credits, people can then purchase and refit their existing Mk I ship to the new design. ("U.S.S Enterprise","MK II", Designer: Joe, Revised By: Joe, #12345-3)Even if the revision is from the original designer you would still need to purchase the original Mk I schematic in order to build the MK II ship at a shipyard. ~This is to prevent higher prices if you want to upgrade to the MK II variant but the designer only changed the turret loadout. This would help prevent spending huge amounts money for a small upgrade.~ ~Another way to mitigate this, is to set the maximum price someone can charge for a revision to correlate to the number of blocks added or removed. Say 1 credit per 10 blocks for example.~

Ship Naming Scheme:

Name: "Name of Ship","Name of modification(if any)", Designer: "Name of Original Builder", Revised By: "Name of Uploader", "Ship Identification Number"-"Revision Number to Original Design"

Revision Number:

This number follows a XXXX-XX format where the first number set is a randomly assigned number designation to the original ship schematic when it was uploaded to the Marketplace. The second number set is a number given to a revision of a design when it was uploaded to the marketplace.
Example:
("U.S.S Enterprise", Designer: Joe, #12345-0)
("U.S.S Enterprise","Larry's cOol nEw ShIp", Designer: Joe, Revised By: Larry, #12345-1)
("U.S.S Enterprise","Sherry's Transport", Designer: Joe, Revised By: Sherry, #12345-2)
("U.S.S Enterprise","MK II", Designer: Joe, Revised By: Joe, #12345-3)

So on and so forth...

Economics

With this scheme in place the credits Larry used to purchase the design would be transferred to Joe's global account that he can then transfer the credits to any server that he is on. However he cannot transfer credits from the server back to his global account.
Title: Re: Shipyard and Ship Building
Post by: Me2005 on February 23, 2016, 07:36:16 pm
*snip*

This sounds good, but it does not prevent me copying a ship block-by-block, so you could end up with a "Enterprise Mk I" and a "Joe's Awesome Ship" unaccredited to the original creator. Might be best to just post the ship-designs people want to post with a simple cost-to-build based on block count/type, and if the creator gets anything it's just a cut of that cost or a fixed fee set by the Devs.
Title: Re: Shipyard and Ship Building
Post by: Cy83r on February 24, 2016, 09:39:17 pm
Having worked in retail, markup tends to be roughly 200% of material costs to cover shipping and overhead, actual raw material to finished stock tends to run into the 1000% range and wholesale is about 800-900% of the original bill of materials.
Title: Re: Shipyard and Ship Building
Post by: Aaron on February 25, 2016, 03:22:27 pm
Haven't read yet, but why the necro... :c  I look at the date of the original posts and have a sad...

Spoiler
(http://i.imgur.com/PDeaDG4.jpg)
Title: Re: Shipyard and Ship Building
Post by: Me2005 on February 25, 2016, 04:17:45 pm
Having worked in retail, markup tends to be roughly 200% of material costs to cover shipping and overhead, actual raw material to finished stock tends to run into the 1000% range and wholesale is about 800-900% of the original bill of materials.

But these aren't physical goods, they are designs for ships made from parts everyone has equal access to. Upcharging when someone could copy them from parts they also have available makes no sense.

I really like the way Robocraft handles this: You pay to upload your design, then the shop determines what to charge (which I think may actually be just the bot's cost to build), and you get a cut of that for each sale. Purchased bots can't be resubmitted to the store, no matter how many changes you make.

Haven't read yet, but why the necro... :c  I look at the date of the original posts and have a sad...

Hyperion started it!
Title: Re: Shipyard and Ship Building
Post by: Aaron on February 26, 2016, 10:27:11 am
'K, I've read and caught up!

@Hyperion

You're not suggesting selling ships for real money are ya?  Hahah, because um... yeah, our lawyer would have a problem with that. ;D (j/k j/k, I know you're talkin' credits)

Welp... it's a good idea you've got for a fan-made mod, (we won't be doing it in vanilla).  The trouble I'm seeing is how to transferring the credit data between servers and prevent cheating. =|

Edit

Mind if I split this into a new topic? ;D
Title: Re: Shipyard and Ship Building
Post by: Hyperion on March 10, 2016, 10:10:55 pm
Been gone for a few days.

My first experience with online gaming was with Star Wars Galaxies which had a fairly large amount of players and I had a huge amount of fun in the game mostly because of the interaction between other players, and not so much from the game itself.

I was initially under the assumption that there would be a ship showcase on the main website that people could download a ship in game if they didn't want to take the time to build one themselves. So, my main thought point was how to reward a player for taking the (potentially significant) time to design a really well made ship and increase community interaction and game immersion a little bit. I had the idea that if someone designed a popular ship then their time they spent in the designer would be compensated by in game credits from other player's downloads, which would let them kick start game.

But, now that I've had a few days to think it over I don't think linking in game credits to this would be a good idea for a game that is widely open to modders (it would just be another thing to break and complain about).

I'm not sorry about the necromancy because I couldn't find a recent topic to post in.

P.S. Aaron, I don't think there is much more discussion to warrant a brand new topic.
Title: Re: Shipyard and Ship Building
Post by: Aaron on March 31, 2016, 04:42:01 pm
@Hyperion

Lol, no probs.

A transferable currency between /mods/ is nothing we can the time budget for, but thanks to CS-Script I think people could come up with their own encrypted-but-transferable currency.  It couldn't communicate with a separate server (as far as I know), so the currency would have to be stored locally.  It just seems messy to deal with to me, but if someone comes up with an ingenious solution, huzzah. ;D
Title: Re: Shipyard and Ship Building
Post by: Me2005 on March 31, 2016, 07:06:42 pm
I was initially under the assumption that there would be a ship showcase on the main website that people could download a ship in game if they didn't want to take the time to build one themselves.

If there was such a thing, I'd just prefer the price for ships be set by the game and not the player. Then the game gives the player a cut of the cost regardless of how much the actual blocks cost: Maybe it's +10% to buy a ship vs. build it yourself; maybe it's +0%, but the designer always gets 20% of the ship's cost even if the game is theoretically taking a loss.

But, now that I've had a few days to think it over I don't think linking in game credits to this would be a good idea for a game that is widely open to modders (it would just be another thing to break and complain about).

Didn't think of this. Also theoretically, it'd be a server-based 'store', so maybe that'd add some strength against mod-hacking. But if that's the case, it'd be just as easy to mod-hack some credits into your account as it would be to mod-hack a ship into your store-account, so the point may be moot.