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Starmade | Blueprint resource shopping lists/Buy all ingredients button
Confirmed task for development, NormalPublic

Description

I sure we've all seen a thread like this at one time or another but since in the coming updates the economy will be expanded something like this should help players.

The linked thread proposes a side box that appears beside the shop menu that lists all the resources a selected blueprint currently has. This box will then be used to judge how many of each resource a player needs to buy in order to complete the blueprint.

Now to make this process a bit more floating and enjoyable, i would suggest the possibility to see the stuff needet for a certain blueprint at shops. It could be a simple "side box" where you choose a blueprint that lies in your inventory by a drop down menu and then it shows you a simple have/needed table. After the purchase is done the "add all" function of the blueprint will do the rest quite well.

Details

Task Type
Feature
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
uncertain
Category
none/unspecified
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
User/Reporter/Contact
URL to Starmadedock thread
https://starmadedock.net/threads/blueprint-ships-to-go.25637/

Event Timeline

Restricted Application added projects: Restricted Project, Restricted Project, Restricted Project, Restricted Project, Restricted Project. · View Herald TranscriptJul 1 2016, 12:07 AM
Megacrafter127 moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.Jul 1 2016, 8:23 AM
Megacrafter127 moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.

If a player has multiple blueprints in their inventory, which one is shown? Or are all shown in a sort of tree like structure?

Megacrafter127 moved this task from Backlog to Active on the Council board.Jul 1 2016, 8:28 AM
FlyingDebris moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.Jul 1 2016, 4:25 PM
Sven_The_Slayer moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.Jul 1 2016, 5:23 PM
Sven_The_Slayer moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.
Sven_The_Slayer moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.

I am voting no because I feel that the ability to spawn from blueprints and to use blueprints to store items bypassing cargo requirements be removed from the game entirely. Blueprint spawning makes shipyards unnecessary. With massive cargo stores, instant spawning and no need for a specific structure there is never any actually need to build a shipyard over simply using blueprints.

If a player has multiple blueprints in their inventory, which one is shown? Or are all shown in a sort of tree like structure?

According to the post there would be a side box that appears similar to the sell box in the shop menu. It would have a drop down menu for players to choose a blueprint to view.

I am voting no because I feel that the ability to spawn from blueprints and to use blueprints to store items bypassing cargo requirements be removed from the game entirely. Blueprint spawning makes shipyards unnecessary. With massive cargo stores, instant spawning and no need for a specific structure there is never any actually need to build a shipyard over simply using blueprints.

Understandable. However i feel that it's a nessecary game play element. Especially for new players. We can take steps to encourage the building of shipyards with some nerfs to blueprint spawning such as having a build time that's slower than a shipyard. But ultimately I think that blueprint spawningis how we're gonna eventually be able to sell completed ships at player shops

Crimson-Artist moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.Jul 1 2016, 10:30 PM

Understandable. However i feel that it's a nessecary game play element. Especially for new players. We can take steps to encourage the building of shipyards with some nerfs to blueprint spawning such as having a build time that's slower than a shipyard. But ultimately I think that blueprint spawningis how we're gonna eventually be able to sell completed ships at player shops

Slow build times doesn't address the fact that you can still store a huge number of blocks without any mass. I would much rather see the ability to hire NPC shipyards to construct a ship or buying ships from NPCs for early players.

Understandable. However i feel that it's a nessecary game play element. Especially for new players. We can take steps to encourage the building of shipyards with some nerfs to blueprint spawning such as having a build time that's slower than a shipyard. But ultimately I think that blueprint spawningis how we're gonna eventually be able to sell completed ships at player shops

Slow build times doesn't address the fact that you can still store a huge number of blocks without any mass. I would much rather see the ability to hire NPC shipyards to construct a ship or buying ships from NPCs for early players.

This can easily be solved by forcing blueprints to have the same mass/volume as all the items they contain.

Understandable. However i feel that it's a nessecary game play element. Especially for new players. We can take steps to encourage the building of shipyards with some nerfs to blueprint spawning such as having a build time that's slower than a shipyard. But ultimately I think that blueprint spawningis how we're gonna eventually be able to sell completed ships at player shops

Slow build times doesn't address the fact that you can still store a huge number of blocks without any mass. I would much rather see the ability to hire NPC shipyards to construct a ship or buying ships from NPCs for early players.

This can easily be solved by forcing blueprints to have the same mass/volume as all the items they contain.

but then that brings up the problem of holding blueprints in your inventory. how do you spawn a ship whose mass is significantly greatly than the inventory space players have? Using Personal Cargo?

Understandable. However i feel that it's a nessecary game play element. Especially for new players. We can take steps to encourage the building of shipyards with some nerfs to blueprint spawning such as having a build time that's slower than a shipyard. But ultimately I think that blueprint spawningis how we're gonna eventually be able to sell completed ships at player shops

Slow build times doesn't address the fact that you can still store a huge number of blocks without any mass. I would much rather see the ability to hire NPC shipyards to construct a ship or buying ships from NPCs for early players.

This can easily be solved by forcing blueprints to have the same mass/volume as all the items they contain.

but then that brings up the problem of holding blueprints in your inventory. how do you spawn a ship whose mass is significantly greatly than the inventory space players have? Using Personal Cargo?

Yes, I see no problem with that? As for starter inventory prefilled blueprints, the player should be able to hit spawn before inventory leakage occurs.

If a blueprint is too heavy you would have to keep it in a storage system large enough to hold the mass. This way you cannot have pocket battleships.

I'm really interested in hearing what direction Schema wants to take blueprints.

As it stands now there is no reason to use a shipyard over a blueprint unless you are using the shipyard to dismantle a ship. They spawn instantly, can be filled all at once from personal storage or chests, have no mass, consume no power. The only downside is they are difficult to fill from shops but the same can be said about shipyards but the shipyard cannot be flown to a shop to do the buying so they still win there. Oh one other downside is the items are lost in the blueprint until the blueprint is complete.

Perhaps blueprints could remain such as ones player spawns with and maybe admins have access to them but from a survival standpoint they don't make much sense. I would much rather get alternative building methods in addition to shipyards over the current blueprints.

HolyCookie moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.Jul 5 2016, 12:31 PM
HolyCookie added a subscriber: HolyCookie.EditedJul 5 2016, 12:48 PM

I say for now, Blueprints should get this feature because there is no efficient way to get ships.

What about only being able to spawn a blueprint at your Homebase, a friendly station (non NPC) and spawn? Should limit the pocket SHIP idea. As well as a max blueprint size (so you have to build big ships in shipyards). That should limit the pocket BATTLESHIP idea.

AndyP added a subscriber: AndyP.EditedJul 5 2016, 2:08 PM
AndyP changed the task status from Open to Resolved.
AndyP claimed this task.

Voting outcome:
4/5 yes
1/5 no
0/5 skip

I have to admit, I also do not really like the fact we can store a huge amount of blocks without any mass in a blueprint.

However:

  • updating the mass of the blueprint according to the added blocks would result in very heavy calculation on every reload of the blueprint. (It has to consider current mass set for blocks on every load.)
  • refunding the items is enabled to prevent a changed blueprint to cause a loss of blocks

I would like to see them only being usable in a shipyard or shop directly.
But as shipyards and shops currently cannot hold enough blocks for large ships this may have to wait for the trading system to allow "ordering" the blocks to your shop/shipyard.

Restricted Application removed projects: Restricted Project, Restricted Project, Restricted Project, Restricted Project, Restricted Project. · View Herald TranscriptJul 5 2016, 2:08 PM
In T1643#64457, @AndyP wrote:

I would like to see them only being usable in a shipyard or shop directly.
But as shipyards and shops currently cannot hold enough blocks for large ships this may have to wait for the trading system to allow "ordering" the blocks to your shop/shipyard.

A serious discussion on the relation between shipyards and blueprints and the direction they will be going probably should happen.

AndyP moved this task from Active to Feedback from Schine on the Council board.Jul 10 2016, 8:00 PM
AndyP added a comment.Jul 10 2016, 9:24 PM

-Schine reply-

Confirmed the replies we gave in the schine-counil meeting already, that this is for sure a thing to look into it, and implement.

AndyP updated the task description. (Show Details)Sep 9 2016, 11:57 PM
AndyP changed Affected Gamemode(s) from none/unspecified to Single and Multi.
AndyP shifted this object from the Restricted Space space to the S3 Starmade space.
AndyP changed the edit policy from "All Users" to "Starmade (Project)".
Restricted Application added projects: Starmade, Quality Assurance. · View Herald TranscriptSep 9 2016, 11:57 PM
AndyP moved this task from Archive / Discarded to Accepted on the Council board.Sep 9 2016, 11:57 PM
AndyP changed the task status from Resolved to In Queue (Game).

Converting to task for #workflow_game_development

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptSep 9 2016, 11:57 PM
AndyP moved this task from Unclassed to Planned Feature on the Starmade board.Sep 9 2016, 11:57 PM
Ithirahad added a subscriber: Ithirahad.EditedSep 15 2016, 3:34 PM

I'm not in the council, but can I go ahead and recommend integration with the trading system (if it's feasible), so that mass orders for blueprints can be made from other shops via the Trading Guild delivery service?

AndyP changed the task status from In Queue (Game) to In Queue.Mar 10 2017, 5:17 PM