Forums » Suggestions

Ability to "scrap" ships in Trident hold

Jan 12, 2016 greenwall link
Proposal:

Add a "scrap ship" button in the ship hangar that allows the Trident owner to eliminate ships from the cargo hold without docking. Scrapping the ships would remove them completely with nothing left behind.

Include a "are you sure?" pop up to prevent accidental scrapping.

Purpose:

-Allows Trident pilots with holds full of ships to open up space for other players quickly rather than have to fly all the way back to a capship dock. This would greatly benefit gameplay by both incentivizing more combat use of Tridents and generally making it less of a hassle to assist others with Tridents.

As it stands now we have to choose between "cargo hauler mode" and "dockable mode", and the toggle between the two can take up to an hour of time (to find a dockable station and switch out ships). That amount of time suck usually results in players opting to simply not use their tridents to assist others.

-Allows Trident pilots to remove battery-less ships from their hold, which otherwise kill cargo space. This is an annoying bug that is probably even more annoying to fix on the dev side -- maybe this would be an easier remedy than prohibiting loading of battery-less ships?
Jan 12, 2016 abortretryfail link
"cargo hauler mode"

You mean "EC/XC overload exploit mode," right?

How did you end up removing the engine from a ship exactly?
Jan 12, 2016 joylessjoker link
Good thoughts but -1 because this only benefits %1 of total players and doesn't help with retention of new players.
Jan 12, 2016 greenwall link
@ARF

Yes, that's the one ARF.

But even without the exploit you mention, we'd still be choosing between modes (hauler or dockable).

I fixed the OP regarding the engine wording -- I meant battery.

@joyless

I disagree that only a tiny amount of players would benefit. This suggestion would directly and beneficially impact large group combat situations, which is a main draw for many (and, the lack of which, is a reason many people don't stick around, as I've argued elsewhere).

It would also benefit people working towards the endgame of a trident (via more potentially available cargo/escort opportunities), giving them more reason to maintain their subscription until they reach it.
Jan 12, 2016 yodaofborg link
I see no reason why not? Makes sense. But before they do this can they fix the XC/Moth exploit?

+1
Jan 12, 2016 Hoban-Wash-Washburne link
+1
Jan 12, 2016 bojansplash link
-1 Completely unrealistic.

You loaded those ships into your dent's hangar, only way to get rid of them is to unload them or fly them out and explode.

The other option - more in-line with the VO mechanics - would be to eject ship from hangar so it stays floating outside as cargo crate.

This would, however, be exploitable for getting ships you cannot normally buy so - no dice.
Jan 12, 2016 Dr. Lecter link
-1 to magic ways to avoid consequences of your hauling/fighting choices, but +1 for trident pilots being able to jettison vessels.

Not as cargo crates, just as derelict vessels...if you want to dump em, you'll have to accept that someone else can shoot and loot em. If the mechanic for implementing that doesn't exist/would take too long, then no change should be made until it can be done right.
Jan 12, 2016 greenwall link
@bojan

You loaded those ships into your dent's hangar, only way to get rid of them is to unload them or fly them out and explode.

Flying them out still requires you to return in another ship to regain control of the Trident, thus undocking is not an effective manner of "unloading" your trident.

Scrapping ships isn't unrealistic at all, not that things need to be (or are) realistic in VO. It's all about how it affects gameplay. I'm curious if you have any argument against the OP as it relates to how it affects gameplay. Or, how you think I'm wrong in my claims about how it would benefit gameplay.

@lecter

Scrapping vessels is not any more magic than taking the trash out. I'd be totally fine with ejecting them as derelict vessels -- that would be a much cooler option, no argument there. However it strikes me as a much more complex option that achieves little else than giving people some satisfaction of seeing something "come out".

Both Lecter and Bojan are trying to assert that the game is better off with people not using their tridents due to the inconvenience associated with changing the amount of ships in the hangar. However, I only see a proverbial argument ("live with the choices you make"), and no actual examples of how gameplay would be hurt or not helped by the OP.
Jan 12, 2016 Dr. Lecter link
All we have to do is realize that the absence of your proposed "benefit" is itself an example of gameplay being helped by the status quo. Game mechanics being tweaked solely to make it easier for trident pilots being able to help out some players is necessarily a gameplay disadvantage for those who would otherwise be fighting opponents who had a more realistic timeline for bringing a friendly (but trade-oriented) trident to bear.

Your suggestion would also provide a way for trident pilots to avoid dropping cargo from ships they carry (no idea if that bug has been fixed, but it should be). If the trident is about to be destroyed, anything it is hauling - including the cargo of any ships docked within it - should be dropped. The pilot should not have a magic trash compactor that destroys such cargo, preventing it from falling into the hands of those who earned it by destroying the trident.

The better solution would be to allow pilots to create and own multiple cap ships; if they wanted the flexibility you describe here, they could build one dedicated to hauling and one dedicated to combat, and trot them out as they saw fit.
Jan 12, 2016 greenwall link
@lecter

I'm not saying that "things are fine as is" isn't a valid opinion. I'm saying it's a weak one.

Game mechanics being tweaked solely to make it easier for trident pilots being able to help out some players is necessarily a gameplay disadvantage for those who would otherwise be fighting opponents who had a more realistic timeline for bringing a friendly (but trade-oriented) trident to bear.

The disadvantaged you purport above either don't exist in VO, or have a population in such tiny proportion to the active playerbase at any given time that the overall affect to gameplay as a whole would be undetectable. Compare this to the enormous benefit I have explained and I think it's clear you are not being honest about your opposition.
Jan 12, 2016 greenwall link
Your suggestion would also provide a way for trident pilots to avoid dropping cargo from ships they carry (no idea if that bug has been fixed, but it should be). If the trident is about to be destroyed, anything it is hauling - including the cargo of any ships docked within it - should be dropped. The pilot should not have a magic trash compactor that destroys such cargo, preventing it from falling into the hands of those who earned it by destroying the trident.

Cargo drops from docked ships are a totally different conversation. If anyone decided to scrap a ship with a valuable item then, as it stands now, it's a much bigger loss to the owner than it is to any enemy (since docked ships don't drop cargo anyway). Again, you are not showing how this is negatively affecting the game. There is no reason that cargo drops couldn't be facilitated at a later date on top of the OP. They aren't exclusive.


The better solution would be to allow pilots to create and own multiple cap ships; if they wanted the flexibility you describe here, they could build one dedicated to hauling and one dedicated to combat, and trot them out as they saw fit.


I wouldn't say multiple trident ownerships per character is better -- it's just different. I used "hauler" and "dockable" as main trident configuration examples -- but the truth is it's "dockable" and "not dockable". People often stuff 3-4 ships in a trident for combat operations, and render it undockable.
Jan 12, 2016 Dr. Lecter link
People often stuff 3-4 ships in a trident for combat operations, and render it undockable.

Choices are a bitch.
Jan 12, 2016 abortretryfail link
This isn't really that big of an issue with capital ship stations around. Maybe we should just add some more of those to the other nation capitols that are missing them? (Arta, Divinia, Pyronis, Eo)