Forums » Suggestions

Ship manufacturing and trading

Jan 29, 2017 VikingRanger link
There has been a lot of requests lately for more things to manufacture, and many of the more industrious among us have wished to manufacture our own ships for a long time. With the coming of less costly player capships, the possibilities for a growing player economy lead to people wanting to do more than just grind away on tridents.
What I am proposing is a system of manufacturing for small ships. By nature this would exclude any nation specific ships and any other ships Incarnate deems unworthy of reproduction.

First, in order to learn the 'blueprint' the player must take a mission that consumes five ships of the model he/she wishes to replicate. This is variant specific and requires all the ships used to be the same type. This means that if I use 5 corvults I get the hull of the corvult, with it's weight, armor and weapons arrangement. This will generate the recipe for the hull of the ship the player wishes to craft. For cases where the devs wish to keep a certain variant or model of ship from being reproduced, the variant or model will "contain a tamper activated self destruct mechanism that destroyed our lab. [x number] credits were deducted from your account to repair our facilities."

Second, the player must take a similar mission to obtain an engine blueprint. Any engine from the same class of ship will work to make a functional ship. Suggested classes are: EC class; Light fighter class, to include Centurions, Vultures and the TPG Raptors; Medium class, to include Warthogs, Revenants, Wraiths, and Atlases; Heavy class, to include Centaurs and Ragnaroks; and the transport class that is Behemoths. Nation specific ships are at this point assumed to be off the table. The engine research mission will consume five more ships of the same type and will yield a recipe for that variant's engine; for instance, 5 corvults will yield a recipe for the "Corvus Vulturius engine".

Next, to craft the ship, the player must assemble the desired hull and engine, as well as any weapons or addons they want to have on the ship. The weapons or addons are built into the ship and cannot be removed or changed after the ship is constructed. In addition to the weapons slots native to the researched hull, the player may a number of non weapon addons to the ship, depending on the class, excepting the EC class. Light fighters get one additional slot, medium ships get two, heavy ships get three, and transports get two. In these additional slots the player may add things like mineral scanners, cargo scanners or spoofers, or perhaps things like Hull Panels for extra armor or Afterburners for extra turbo thrust. The player must also include the power cell to be used. The resulting ship will be Identified by it's hull type followed by X, for instance Vulture X.

As for the ship trading aspect, only the X ships would be droppable. This would lead to elite variants of ships being crafted for specific purposes, and of course stimulating the player economy. Perhaps small ship building could even be incorporated into later capship variants like the Constellation.

I appreciate any feedback, but please keep the discussion on topic and civil.
Jan 29, 2017 Luxen link
under this type of ship manufacturing system, I suppose that standard ships will become less accessible? will there be a way to filter between "custom" ships and stock ships? Also, the ship research failure rate should also be increased between various factors like the difficulty in obtaining and the station that is being used for the research. like, a Vulture 1 should be deconstructed more easily than a Vult2, and elite variants of ships like the XT would have a blisteringly high fail rate. then, stations that are of the same faction as the one the ship is sold at (for things like the wraithe or orion hornet or stuff). Conq stations should have a very high success rate in this, since they are a bit more difficult to obtain and keep.

Oh, and research should require time in excess of 5 minutes, and be limited per person to some amount daily. in my opinion.

but, yeah, I likey!
Jan 29, 2017 aaronund link
+1
Jan 29, 2017 PaKettle link
If ship ownership could be transfered then this would in fact be welcome but I doubt most players would want to participate in this level of construction. The simplistic model VO currently uses is better suited to PVP style of play.