I've mentioned it before in Discord and someone said it wouldn't be possible code-wise or too difficult but I'll post it here just in case.
An idea I had was to give more usefulness to POB's: Just as they currently manufacture ship equipment by feeding it materials, an added module could make for ore processing or x-commodity (food, fuel, drugs, luxury goods, etc) processing or some sort where you feed in "raw" materials/commdoties and they get "refined" into a more valuable commodity to be sold somewheres.
Might make for interesting dynamic to trade and RP.
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(02-02-2021, 08:22 PM)Zentor Wrote: I've mentioned it before in Discord and someone said it wouldn't be possible code-wise or too difficult but I'll post it here just in case.
An idea I had was to give more usefulness to POB's: Just as they currently manufacture ship equipment by feeding it materials, an added module could make for ore processing or x-commodity (food, fuel, drugs, luxury goods, etc) processing or some sort where you feed in "raw" materials/commdoties and they get "refined" into a more valuable commodity to be sold somewheres.
Might make for interesting dynamic to trade and RP.
highly unsure that others would take this idea well, feel free to submit to dev requests for voting if you wish though
And anyway there is another idea(actually even two ideas) already existing and approved, which touches.... relatively similar thing. It would achieve partially similar goals in my opinion anyway.
Disco people need to realize (and I think a lot of them silently do) that the POB stuff is what keeps big parts of this community going.
It's the missing piece of vanilla FL, adding stuff like limited stockpiles, dynamism in the economy, and having your own place to call home, all things Roberts has been promising since the game's inception, the stuff he's still failing to deliver, even with FLv2 and 300 million dollars burned.
So I appreciate your work, darkwind, and salute you for taking the baton and trying to make this really cool feature better!
(02-02-2021, 09:09 PM)Haste Wrote: Give me my easily configurable/expandable factory modules and interesting things can and will happen to what you can do with your PoBs (:
Moving modules of all sorts from hardcoded to config would be amazing.
(02-01-2021, 06:24 PM)Karlotta Wrote: d) Let players buy custom pob models after the pob is built (like they are already used in events) once a pob has been placed.
A about 20 custom "pob models" were added in the last patch using vanilla bases and some non vanilla bases.
There is
1 core 1,
3 core 2s,
3 core 3s,
and 13 core 4 models added in the files.
There is no coded solution to their "implementation" as of now, and GMs are discussing pricing for the custom models.
Its a bit heavy on the Core 4 side as the model vanishes when you upgrade, so it is best as a late game option.
(02-01-2021, 06:24 PM)Karlotta Wrote: d) Let players buy custom pob models after the pob is built (like they are already used in events) once a pob has been placed.
A about 20 custom "pob models" were added in the last patch using vanilla bases and some non vanilla bases.
There is
1 core 1,
3 core 2s,
3 core 3s,
and 13 core 4 models added in the files.
There is no coded solution to their "implementation" as of now, and GMs are discussing pricing for the custom models.
Its a bit heavy on the Core 4 side as the model vanishes when you upgrade, so it is best as a late game option.
i think here is needed simple config, specifying model name, required base level and price for it.
And player command to see list and buy from it
As temporal solution, to make custom model auto removed and credits auto refunded, if person upgraded the base level
When "relative health" idea would be imlemented, we would be able just to extend config, which base levels permitted for mentioned basetl model, which will remove auto dropping base model when upgrading a base.
Well... or doing relative health first, then there will be no need for failsafe/refunding mechanisms
(02-02-2021, 09:09 PM)Haste Wrote: Give me my easily configurable/expandable factory modules and interesting things can and will happen to what you can do with your PoBs (:
I am having doubts in having 10+ factories, which would force people building more pobs because they cant achieve all with one anymore
I thought making aim to have one pob as enough. Clear my doubts or make separated discussion with poll, where people agree with your idea, and there is mentioned drawback I voiced
In my opinion current system to upgrade base levels, which requires many months of base life, and a lot of rp, is better suiting one multipurpose pob
I suggest making factories not taking module slots, I could agree with it then
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This is a roleplay server. Having to interact with other base owners to organize who does what and supplying one another is much more conducive to a healthy roleplay environment than one PoB owner playing a singleplayer management game.
(02-03-2021, 04:13 PM)Haste Wrote: This is a roleplay server. Having to interact with other base owners to organize who does what and supplying one another is much more conducive to a healthy roleplay environment than one PoB owner playing a singleplayer management game.
Do we really have the necessary amount of active 'pob online' to support it?
an active pob online with an active presence at a forum of people capable to interact through comm messages?
I think a really small segment of people targeted here.
Add here, that all bases have complicated diplomacy and will not be able to interact inRP freely with each other.
I am thinking that your plan for PoB cooperation would not work at the moment, unless all of them will be able to cooperate at ooRP level, but was not the goal, was it?.
In any case this change would promote people building several PoBs to have less dependency on other people in factories they don't have. The change in the currently suggested way promotes more PoB spam.