Hi all, I have been pondering the various ideas we kicked around - and wanted to share some revisions to the basic ideas - in terms of what would be quality of life improvements for senior players, but are balanced in what the proposals do - and with some consideration given to the (assumed) coding required.
1)Ship sales :: I understand and agree with the reasoning for why we don’t want people selling ships in the game, but selling the parts to another player which takes a crap-ton of contracts - is a serious issue for older players. So what I would ask the Devs to consider is when you start a shipbuilding project in a shipyard (NOT an upgrade) - that we add a box for the owner of the ship upon completion - so this won’t allow for general ship sales - but would eliminate the need to have so many contracts to sell a ship. It won’t help with STL only ships - but I suspect this might be an easy way to implement this improvement from a coding point of view.
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Save time on click/drag :: I think the ability to have a different window for transfers of materials - a simple popup that allows you to pick the “from” and “to” then allows a text field so you can enter a list of materials (DW 40; RAT 50; COF 5; etc.) to improve the transfer of materials - this would likely require a moderate amount of coding effort - you would need to have an error check and decide what to do if there aren’t enough of a material to move. This ability should probably be allowed when you hit HQ level 15 or 20.
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Create a new item called “Pods” - it is sort of like a cargo bay without a ship - people put stuff in it or take it out like any other ship - the difference is that other players can pick up the pod and transfer it to a different location. I was thinking that maybe instead of a cargo bay - we have a ship part called a “pod rack” - which gives the ship the ability to pick up pods. Each pod has a nominal volume (which doesn’t change) - and an actual weight (based on what is put inside it). This would be a way to encourage shipping because you wouldn’t need multiple contracts for all the various pieces - you can use it for all the consumables, etc. I wonder if this would be easier to implement rather than multi-item contracts or the “shipping contrainers” that have been proposed before. I conceived it as a data structure similar to ships - but not sure exactly if that would work with your code.
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The ability at maybe HQ 20 - at a specific CX warehouse you can designate a list of materials and quantities - any material over that quantity is automatically sold when you execute the list. The materials are automatically sold at the market price.
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I have gone back and forth on the AI use for ships - but I do think that the AI module should take up space in the cargo hold based on the number of lines of instructions you want to use. But If the loading of ships is simplified I am not sure if we need to automate where the ship flies.
I hope these refinements of the earlier ideas will help you decide how to do things based on code usage. Personally, I would love to see the first two implemented as quickly as possible to avoid anymore attrition among senior players (and to save me some time on supplying bases - it is really a drag to have to move 50 different materials into one ship for one base - and do it every week - when the materials are always the same).
-Craftsman