Forums » Suggestions
Disassemble
When new cap ships become possible to manufacture, I suggest a mission at a capitol shipyard to disassemble an existing manufactured cap ship to recover the components.
I am mostly okay with that, but there should be some loss of components. Mainly from the low tier stuff, like the raw ore and the smaller assembled bits. Big stuff like the computer should be preserved.
I suggest this, and Rin's mod, be implemented...but only in connection with a tow beam module and a "disable" mode for cap ships that kills the pilot and gunners while leaving the hulk a few thousand HPs away from the current "destroyed/exploded" kill mode.
Hauling dead cappie hulks back to the chop shop pirate station ftw.
Hauling dead cappie hulks back to the chop shop pirate station ftw.
Disassemble mission is a Pcc thing. Would be possible now and not difficult to do...
Are the devs opposed? Otherwise I might make this mission..
Are the devs opposed? Otherwise I might make this mission..
or perhaps a hefty fee to recover the parts and refurbish them?
I'm looking into producing this mission in the next few days.
Good suggestion csgno1
Good suggestion csgno1
This is interesting, and should be available for all player manufactured ships.
+1
+1
How does everybody feel about:
30mil to deconstruct your trident and receive a complete and ready-to-go kit.
It will be presented under the same circumstances as the insurance mission, thus you have to have lost your Trident in order to receive the insurance in part form.
The only real use for this is for transfers from one alt/account to the other, or if you want to give your trident parts to somebody else for some reason or you want to sell your trident. I will also add a deconstruct Reactor mission in C12 so pilots can gain the waypoint by reconstructing that after hauling it back to c12 and recreating it on the new account/alt.
Bear in mind though - there is a risk in deconstructing a Trident because of mission editor limitations - if you take the mission but don't have the full 18,169 odd cu of space spare (it will not upgrade storage for you, you need to do that beforehand) then you lose irrevocably like a whole bunch of top tier parts. Thus, I am going to have double confirmation on this mission.
30mil to deconstruct your trident and receive a complete and ready-to-go kit.
It will be presented under the same circumstances as the insurance mission, thus you have to have lost your Trident in order to receive the insurance in part form.
The only real use for this is for transfers from one alt/account to the other, or if you want to give your trident parts to somebody else for some reason or you want to sell your trident. I will also add a deconstruct Reactor mission in C12 so pilots can gain the waypoint by reconstructing that after hauling it back to c12 and recreating it on the new account/alt.
Bear in mind though - there is a risk in deconstructing a Trident because of mission editor limitations - if you take the mission but don't have the full 18,169 odd cu of space spare (it will not upgrade storage for you, you need to do that beforehand) then you lose irrevocably like a whole bunch of top tier parts. Thus, I am going to have double confirmation on this mission.
I do like the idea of doing that with the reactor, which would make the reactor a sell-able part.
Make sure that you don't forget to have the trident disassembly disable the insurance, so you can't dissassemble the trident, give it away, and then buy a new one.
Make sure that you don't forget to have the trident disassembly disable the insurance, so you can't dissassemble the trident, give it away, and then buy a new one.
Naturally, rin. If you don't disable the insurance you can't reassemble it anyway
The deconstruction shouldn't be able to recover all components, just the major manufacturing items: Optical Sensor, Computer System, Bulkheads & Hull Assemblies, Engine Pylons, Docking Bays, Reactor and Engines. The buyable commodities, ores, FCP & FFSS should all be lost.
Deconstruction and subsequent reconstruction should not be a two-click operation, plus it doesn't make sense that the small, raw goods components would be recoverable anyway. Likewise, instead of charging 30mil, something along the lines of 500k or 1 mil would be more appropriate with the player having to do some leg-work to reacquire the non-recoverable components.
In addition to disabling the insurance mission on disassembly, be sure to also require that the player actually have a trident in inventory to be able to take the mission, and remove the trident in the course of the mission. Putting a limit of one disassembly per week might also be a good idea.
Transferring trident ownership wouldn't be the only application. The player might want to convert an M-type to an S or P-type, or possibly even use the parts for a connie, HAC or terradon.
EDIT: Oh, and be sure to give the most valuable components to the player first because of the cargo space issue mentioned. But then again, after removing the trident from the player's inventory, they should have the space available.
Deconstruction and subsequent reconstruction should not be a two-click operation, plus it doesn't make sense that the small, raw goods components would be recoverable anyway. Likewise, instead of charging 30mil, something along the lines of 500k or 1 mil would be more appropriate with the player having to do some leg-work to reacquire the non-recoverable components.
In addition to disabling the insurance mission on disassembly, be sure to also require that the player actually have a trident in inventory to be able to take the mission, and remove the trident in the course of the mission. Putting a limit of one disassembly per week might also be a good idea.
Transferring trident ownership wouldn't be the only application. The player might want to convert an M-type to an S or P-type, or possibly even use the parts for a connie, HAC or terradon.
EDIT: Oh, and be sure to give the most valuable components to the player first because of the cargo space issue mentioned. But then again, after removing the trident from the player's inventory, they should have the space available.
How to avoid the obvious way to sell insured capships, as shortcuts for those who don't want to grind?
anyway, interesting idea... if includes the loss of some 30...50% of last tier components.
Also, hauling hulks would be really cool, specially after large battles, what requires a new "disabled" state to be created, what probably only makes sense if subsystems is implemented...
anyway, interesting idea... if includes the loss of some 30...50% of last tier components.
Also, hauling hulks would be really cool, specially after large battles, what requires a new "disabled" state to be created, what probably only makes sense if subsystems is implemented...
So perhaps excluding FCP & FFSS from the list of recoverable components is too harsh. It doesn't exactly make practical sense that they be could recovered, but in terms of amount of effort that should be required to rebuild, perhaps it would be better to include them.
And not all of the buyable commodities are exactly raw goods. Things like instrument panels, external equipment mounts, doppler arrays, navigation units, and flight assist control modules, as well as the various systems (basic targeting, adv targeting, oxygen recycling, life support, fire-suppression), etc. are all good candidates to be recovered too. In the end it's a bit of a judgement call as to what is appropriate (obviously ship paint and bearing grease shouldn't be recoverable, lol).
The attrition present in the manufacturing of the Trident in the first place is 82% (18,190 cu of cargo gets manufactured into a 15,000 cu trident). A similar percentage seems reasonable for the amount of components that can be recovered in disassembly, which would put it around 12,000 cu of recovered components. The manufactured goods alone are 9,176 cu, which is a good starting point.
And not all of the buyable commodities are exactly raw goods. Things like instrument panels, external equipment mounts, doppler arrays, navigation units, and flight assist control modules, as well as the various systems (basic targeting, adv targeting, oxygen recycling, life support, fire-suppression), etc. are all good candidates to be recovered too. In the end it's a bit of a judgement call as to what is appropriate (obviously ship paint and bearing grease shouldn't be recoverable, lol).
The attrition present in the manufacturing of the Trident in the first place is 82% (18,190 cu of cargo gets manufactured into a 15,000 cu trident). A similar percentage seems reasonable for the amount of components that can be recovered in disassembly, which would put it around 12,000 cu of recovered components. The manufactured goods alone are 9,176 cu, which is a good starting point.
Meridian - Why shouldn't deconstruction and re-construction be a two click operation? It's not actual deconstruction - it's just the insurance giving you back the parts instead of a Trident.
If the delivery of a new Trident M is a one click operation, then the insurance should cover the full delivery of all the components. I'm not about to be the guy who puts even more grind into Trident building even after it's already built.
It was made very clear to me that this is a temporary situation - therefore by the time the S and P type are actually around, the entire system may not even be the same.
The only application for this is transfer of Trident or resale of parts.
If the delivery of a new Trident M is a one click operation, then the insurance should cover the full delivery of all the components. I'm not about to be the guy who puts even more grind into Trident building even after it's already built.
It was made very clear to me that this is a temporary situation - therefore by the time the S and P type are actually around, the entire system may not even be the same.
The only application for this is transfer of Trident or resale of parts.
I would make the payment and return of some goods optional
so free you get 75 percent of the stuff back and the other 25 percent only if you pay 30 mill
One way would be to just give 75 percent of each item on the list.
I dont think anyone wants to have to do a massive grind just to transfer a ship and considering the amount of work it will be to swap the parts I would suggest leaving out the regular parts like ship paint rather then the crafted subassemblies
so free you get 75 percent of the stuff back and the other 25 percent only if you pay 30 mill
One way would be to just give 75 percent of each item on the list.
I dont think anyone wants to have to do a massive grind just to transfer a ship and considering the amount of work it will be to swap the parts I would suggest leaving out the regular parts like ship paint rather then the crafted subassemblies
30mil to deconstruct your trident and receive a complete and ready-to-go kit.
+1
I'm totally cool with it being the complete kit. Short of long-awaited, not-even-SoonTM-expected further development on player capships, this workaround is fine. Heck: what if you THEN made a mission to create a transfer token out of a complete capship kit? All items are eaten by that mission, then the buyer takes a mission to redeem said token and receive the entire kit. Make both those missions cost 30M, so the overall cost of a ship transfer is 90M (plus whatever price may be negotiated between players). Imagine the lucky pirate who nabs that token as loot! Imagine the poor b@sta@rd who was dumb enough to lose a 3 or 5 billion-credit token...
Imagine the fiasco when BLF finds a convoy of moths carrying trident transfer tokens...
I will also add a deconstruct Reactor mission in C12
+3 This would make building reactors for sale SO much easier
+1
I'm totally cool with it being the complete kit. Short of long-awaited, not-even-SoonTM-expected further development on player capships, this workaround is fine. Heck: what if you THEN made a mission to create a transfer token out of a complete capship kit? All items are eaten by that mission, then the buyer takes a mission to redeem said token and receive the entire kit. Make both those missions cost 30M, so the overall cost of a ship transfer is 90M (plus whatever price may be negotiated between players). Imagine the lucky pirate who nabs that token as loot! Imagine the poor b@sta@rd who was dumb enough to lose a 3 or 5 billion-credit token...
Imagine the fiasco when BLF finds a convoy of moths carrying trident transfer tokens...
I will also add a deconstruct Reactor mission in C12
+3 This would make building reactors for sale SO much easier
what if you THEN made a mission to create a transfer token out of a complete capship kit
Swear I suggested that before and it fell on deaf ears.
Swear I suggested that before and it fell on deaf ears.
There's a reason it fell on deaf ears. I had to do a lot of work to get the attention of Incarnate to actually agree to add existing items to the PCC mission editor that weren't already there - adding new items is something that's even more developmentally difficult - I'm not sure he'd even consider doing it because of developmental overhead - it's hard to tell with these things.