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New function of economic stations

Discussion in 'General' started by Lord Grey, Sep 6, 2019.

  1. Lord Grey Apprentice Engineer

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    Just arrived at a far-out space station that was advertised as having good deals, and bäh, same stuff as everywhere. The same ships, the same Prices. and then I got this idea: What if you have stations acting as shipyards. You submit your blueprints and the station build it for a price calculated from the resources used to build it plus some more for the work.
     
    • Like Like x 3
  2. Spaceman Spiff Senior Engineer

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    That's a great idea! You need to go to "Suggestions-Я-Us" and post it!!
     
  3. Cyber Cheese Apprentice Engineer

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    This is a great idea that I hope Keen is already working on. I think stations should also have different flavors of contracts and goods depending on faction, rather than being totally randomized. E.g., the mining faction should sell ores and tend to offer contracts for repairs and escorts, the engineering faction should buy components and sell ships, etc.
     
  4. Stardriver907 Senior Engineer

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    Sure. You guys wait until after the update is released to come up with this stuff.[insert nonexistent kappa here]
     
  5. mojomann71 Senior Engineer

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    If you could submit your own BP for a station to build it would be great, would also mean Keen would have to finally fix the sub grid projection issue...so don't hold our breath!! lol
     
  6. Malware Master Engineer

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    @mojomann71 Not really. The problem with the grid projection is for player welding. This kind of construction would be easy to "cheat". Like the ships you buy.
     
  7. Lord Grey Apprentice Engineer

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    I would imagine that this function runns with a timer so after you ordered your ship it takes some time befor it apears outside of the station. The more complex (or the more blocks) the brueprint the longer it takes to build the ship. But that doesn't prevent the cheat Malware mentioned.
    I wanted to overthink the whole economic stuff anyway, but just don't find the time to properly do it. Maybe I start another thread with all my ideas.
     
  8. Malware Master Engineer

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    I'm not entirely sure you shouldn't have to actually provide the resources as well though, that you're essentially just paying for the construction. Feels... wrong, to take the resource gathering aspect away from SE. Sure, you might be able to purchase some of the resources needed, but no more than you already can through the stations.

    This would fix one of my problems with SE.

    Building the ship/vehicle/station for the first time in SE, fun. I enjoy that very much. Rebuilding said vehicle when broken beyond repair? Not fun.
     
    • Agree Agree x 3
  9. Lord Grey Apprentice Engineer

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    I agree completely. Just if SE can handle when you pay the resources in ingot and Parts? I think from the mechanic it schould be in ingots, but I would prefere if you have to supply the actual components, or a mix of both.

    And you need some way to cumulate the resources at the station so you can have big builds without transportation issues
     
  10. Namdoolb Apprentice Engineer

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    I disagree.

    I'd be happiest if you were charged market price for all the materials required to build the ship, plus a surcharge for the construction.

    You're still doing resource gathering: you're just gathering a different kind of resource (space credits).

    Gathering everything required to build the ship, then transporting it to the trade station feels like a bit of a logistical nightmare (especially for a large ship). Plus what do you do if you don't have enough storage space to carry everything you need?
    Then you've also got the really awkward situation of having one big ship parked outside (that you used to haul all the resources there) and another big ship parked outside (that you just purchased) and it's not like you can fly them both home at the same time.
     
  11. Stardriver907 Senior Engineer

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    Star Trek: Enterprise Season 2, Episode 4 "Dead Stop"

    The Enterprise is directed to a repair station that will gladly fix up your ship in exchange for a few resources.






    And, some of your crew.
     
  12. Lord Grey Apprentice Engineer

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    That's simple, you deconstruct your transport ship to get the resources for the new ship, problem solved. Or you connect the transport ship to your new ship and haul it along. My typical start is to capture a R.U.S.T freighter, then modify it to a production rig (slapping 6 refinerys to the side, thanks to Spaceman Spiff for the idea, and a solar "sail" on top), buid a miner along the way, add a jump drive, and that gives me enought capacity to build a quite large war ship.
    https://steamcommunity.com/sharedfiles/filedetails/?id=1844467474
     
  13. SirConnery Apprentice Engineer

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    I agree with Malware. There's one simple exploit with this. You could basically get ALL your resources in one shipyard.
    Just submit a blueprint with parts you need > grind them down. If you had to supply the resources for the station that would be much better. You would basically be paying for all the welding, which is no small feat.
     
  14. Lord Grey Apprentice Engineer

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    I would prefere that too, also that hauling contracts go over a certain volume/weight that a Player can't move alone so that you have to consider how much space you have on your ship and if there is a free connector. By now you have always the same box, same weight and volume, and no way to fly a bulk freight to other stations. Some low priority shiping that let you days to complete would be cool Then there is the need of more informations before you accept a contract, like is the target on the same planet, a different planet, in orbit of a planet or deep space. Well, still didn't found the time to think everything over.
     
  15. Ronin1973 Master Engineer

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    Why would you need to provide your own resources? You pay your money, they deliver the ship. I don't go down to the car dealership with a half ton of iron ingots and glass.

    I was thinking about this last night. What mechanic does Keen use to value the price of a ship? Can it be automated?

    I think you'd have to run a check that the ship doesn't go beyond the available PCUs to a player or put them over the limit of certain blocks, etc. The only issue would be how much fuel the ship contains when you purchase it? You're going to need enough "gas" to get it out of the lot... like at the car dealership. Or maybe a pop-up advising the player that the ship will not contain any reactor fuel and be sure to have some with them to get the ship underway. You'd have to have ships capable of sustaining themselves without their reactors being online... or crashing into a planet.

    I would also include a minimum purchase price so people aren't just ordering blocks to grind down. Nothing less than 10,000,000 space bucks?
     
  16. Lord Grey Apprentice Engineer

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    But you're limited to the models the dealer has at stock. We already have that. We want custom models, so you have to deliver the material as you deliver the blueprint, you just pay for the work.
     
  17. Ronin1973 Master Engineer

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    4,704
    For your idea to work, the game would have to calculate the material needed from the blue prints... either ingots or components. That's doable in-game. But I would run a check on the PCU cost of the blue print first and see if that many PCUs are available before running the check. You might get some cheeseball trying to run the cost of his uber capitol ship for fun and slowing the server speed to a standstill.

    I'm not again your take on the idea. I just have a preference. Either way would work for me.