While studying FLHook source got an idea to build Craft plugin for it.
Using some cargo components and special shipyard/craftyard give player a possibility to create commodities/weaps/stuff. Crafted items wont be accessible through wrecks or traders and will have better stats than their analogs(weap guns for example). And ofcourse add some randomness for item generation.
In general:
-> Exec craft command. Give crafted item or not if lucky. eat required resources from cargo.
Such plugin will require to add ALL crafted items to .ini files (that's what I fear and hate).
You should make it create current items rather than randoming or making upgrades. Say, making ores into hull panels or finished alloys, or turning alloys and electronics into guns. Even armor modules and stealth devices with enough rare materials (maybe). That would stimulate the player economy an reduce credit grinding for useful items. Miners would be useful, and industrial factions would make sense.
Generally it's possible to convert resources into something more complex (at the code level it's just add/remove cargo depending on blueprint). The only problem for now is how user will interact with craft system - console commands etc.
My idea:
To craft an item you should have it's blueprint and required components in your cargo hold.
Each blueprint will have an ID code that will be added to the infocard (Advanced Neutron Cannon MKII Blueprint "ancmk2").
So you just type:
/craft ancmk2
Ta da!!! Item was placed in your cargo.
or
FAIL!! Resources lost, try again.
or
FAIL! Not enough resources or no blueprint found.
The idea is great, if that can be implemented it for sure brings a lot of fun!
But I see the problem here:
Quote:will have better stats than their analogs
Soon enough everyone wouldtry to have the best things possible, which is understandable, but likely ruins every balance.
It could however be used to do something about ore, for example /craft silver, which then crafts silver out of the ore. That would need a lot of trade adjustments but it would make sooooo much more sense then selling ore for a higher price then the real product.
Only Idea I have to contibute to this idea is that the /craft command (/build or /manufacture would be better in the RP world imo) for each base should be decided by the factions that control it (official player factions) so that the builder can "rent" out hardware to manufacture prototypes IE: Ageira manufacturing the Higher end things, while DSE bases (Baltimore) can manufacture the Lower end spectrum of armors (cau4 anyone?)
Power does not corrupt. Fear corrupts... perhaps the fear of a loss of power.
yea, Im planning to add some restrictions: workshop base dependency, craft credit charge. Possible to add overall pre-craft summary command to get info about craft process comsumptions of credits, resources etc.
To craft you should have a bp in your cargo hold (for custom weapon/shield/armor) or each base can provide built-in bps(for ore processing, commodity construction) through console.
the first version of plugin already works. it permits to convert goods to other goods while docked at base and using blueprints provided by base itself.
so it gives next possibilities for example (add whatever to .ini config file):
-> smelt ore ( 1 platinum ore -> 2 platinum )
-> craft goods ( 2 basic alloy + 2 superconductor + 2 optronic = 1 engine component )
-> whatever -> whatever.