Forums » Suggestions
Cap ships and the economy
We all recognize that cap ships are huge beasts. Does it make sense that a station would have a ready-made supply of ships to sell to players, or should they be built on demand?
Let's say a player has saved up the however many millions required to buy a cap ship. They put in the order at a station which then triggers a long list of procurement/mining missions to gather the raw materials for the cap ship construction. These missions could be taken on by either players or npcs. Only once the materials have been gathered is the construction of the cap ship completed.
Let's say a player has saved up the however many millions required to buy a cap ship. They put in the order at a station which then triggers a long list of procurement/mining missions to gather the raw materials for the cap ship construction. These missions could be taken on by either players or npcs. Only once the materials have been gathered is the construction of the cap ship completed.
Awesome idea.
in the short run i'd rather see cap ships treated just like other smaller ships (during the balancing and adapting phases). but once they are relatively stable from a metagame perspective i'd support this.
It's already been said that Cap ships will most likely be introduced as an aspect of crafting (and AFTER crafting), so consider the suggestion already made and recievd.
Cunjo: Admittedly I don't follow the forums and news on a daily basis, but I was under the impression that crafting was still waaay off somewhere in the next several major milestones of the game, while cap ships were one of the more immediate goals. Somewhere after increased mission complexity. I think I've picked up that impression based on the amount of chatter around cap ships lately from both players and the devs, but I very well could be mistaken. Of course this idea melds in much more elegantly with a crafing system, but if cap ships are coming before crafting it might be a way to transition to a more complex economy that includes crafting.
Actually, it might be kind of cool if all ship and equipment purchases were tied into a materials/manufacturing supply and demand. Of course, we wouldn't want a delay when purchasing ordinary ships, but purchasing those ships could very well have an impact on the price/demand for raw materials at a station. Let's say there is a set ore and widget cost with manufacturing a hog. After an intense evening of dueling in B-8 between players that favor the hog, the Sedina stations most likely would be running low on the raw materials needed for manufacturing that particular ship. As the raw materials are depleted, based on the existing system there would be procurment and mining missions posted to restock.
Maybe the cost of the ships and equipment could even be somewhat influenced by the cost of the materials? Maybe the gat turret requires a particular rare ore to manufacture. Stations with easy access to that ore would offer the gat turret at a different price than stations where it is more sparse. This would give more character and individuality to different stations and different regions.
Like I mentioned earlier, all this would fit very naturally into a crafting economy. But I think most of it can also fit into the current structure of the game, and might be a good way to set the stage for the adoption of an advanced crafting system.
I apologize for the evolving nature of this post, and like you said the devs have probably taken all this into account. But it's just fun to think about :)
Actually, it might be kind of cool if all ship and equipment purchases were tied into a materials/manufacturing supply and demand. Of course, we wouldn't want a delay when purchasing ordinary ships, but purchasing those ships could very well have an impact on the price/demand for raw materials at a station. Let's say there is a set ore and widget cost with manufacturing a hog. After an intense evening of dueling in B-8 between players that favor the hog, the Sedina stations most likely would be running low on the raw materials needed for manufacturing that particular ship. As the raw materials are depleted, based on the existing system there would be procurment and mining missions posted to restock.
Maybe the cost of the ships and equipment could even be somewhat influenced by the cost of the materials? Maybe the gat turret requires a particular rare ore to manufacture. Stations with easy access to that ore would offer the gat turret at a different price than stations where it is more sparse. This would give more character and individuality to different stations and different regions.
Like I mentioned earlier, all this would fit very naturally into a crafting economy. But I think most of it can also fit into the current structure of the game, and might be a good way to set the stage for the adoption of an advanced crafting system.
I apologize for the evolving nature of this post, and like you said the devs have probably taken all this into account. But it's just fun to think about :)
A good point, which gave me an idea ^^
Capital ships should be like buying a modern day house, let say the process of building a capital ship takes 15 top 30 regular days, depending on what youve ordered and what parts are in stock. Before anything you would need to put a down payment on the ship, say 25% of the overall cost. After the period in which the ship is built you have a few options, you could pay for it outright, or make a loan with the company.
This could also bring a level of depth in Vendetta which has been missing, I mean what if you owe money to the TGP or even a pirate faction, they should come after you if your miss consecutive payments right? Perhaps you would also get mail or news on the progress of the project telling you what had been done so far and how close the project is to completion etc.
Anyway just a thought.
Chikira out
Capital ships should be like buying a modern day house, let say the process of building a capital ship takes 15 top 30 regular days, depending on what youve ordered and what parts are in stock. Before anything you would need to put a down payment on the ship, say 25% of the overall cost. After the period in which the ship is built you have a few options, you could pay for it outright, or make a loan with the company.
This could also bring a level of depth in Vendetta which has been missing, I mean what if you owe money to the TGP or even a pirate faction, they should come after you if your miss consecutive payments right? Perhaps you would also get mail or news on the progress of the project telling you what had been done so far and how close the project is to completion etc.
Anyway just a thought.
Chikira out
15 - 30 days is rediculous, too long for a game that's ment for entertainment, even an MMO. It's just a ship and it's going to get destroyed. Just make it based on a mission that requires you to aquire the needed goods and or pay a large fee, or a little of both. That way someone who's got a lot of money can get one quicker while someone who does not can work for it by getting the needed resources to build it, thus paying for it.
My suggestion was that if you did enough favors for a faction (ie running a raid against an opposing faction), they would grant you control of a capship.
i like it
[stamp of disapproval]
great idea, tomfoolry, I suspect the devs have something like this in mind, and I believe it has been suggested before.
There actually IS a basic form of crafting going on at the station level. It's crude, but it's there. It's just not easily observable to us.
Crafting at the player level ("Hey, I'm gonna gather this stuff, make this new thing and sell it to others") is a whole different matter, however.
Tomfoolry's initial suggestion is quite close to something the devs discussed awhile back and is probably doable in the not-so-distant future. Even if crafting were not developed enough, this could certainly be done using a mission tree without reliance on crafting at all.
Crafting at the player level ("Hey, I'm gonna gather this stuff, make this new thing and sell it to others") is a whole different matter, however.
Tomfoolry's initial suggestion is quite close to something the devs discussed awhile back and is probably doable in the not-so-distant future. Even if crafting were not developed enough, this could certainly be done using a mission tree without reliance on crafting at all.