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[FAQ
Forum Index » » Developer Feedback » » Ship blueprint/plans system
 Author Ship blueprint/plans system
BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-06-19 21:09   
This is planned for after 1.484 (no set version/time), this is just here so we (the devs) can remember it (we're forgetful see).

[ Ship blueprint / plan system ]



[ Design ]

The basics of the system is to mimic the garage system, but not exactly. The idea is that the user can copy a ship setup from the garage, and move it into a "Blueprint/Plan store", that they have, which would essentialy be the same as the garage in view.

In code, it's pretty simple.

Currently the garage is set to remove the ship from the users database/profile when spawned, and not use any resources.

The blueprint/plan system is the opposite. It doesn't get removed from the users database/profile unless that user specifies via a delete button. Ships spawned from this list require resources.

Once a ship from this store is spawned, and you log off, it goes to your garage, as it is now "built".



[ The why? ]

Why do this? Although we're making modding much easier to do in 1.484 - we, as players, understand that remodding the same setup over, and over can be a pain, no matter how easy it is (upgrade system, for example). Whilst the new modding system is far easier than the upgrading system, or the old modding system, we feel this change would allow users to feel that the spawning process be quicker, in doing so, allow them to get to the battle much quicker.

This change also allows us to get rid of the current "5%" system, wherein a ship that gets destroyed, gets sent to your garage at 5% damage. This has potential for abuse, and we're uncertain if it'll even make it into 1.484. This blueprint/plan system gets rid of the need to do this, and so removes any chance of abuse.


Views, comments and suggestions are welcome.

- Jack

[ This Message was edited by: BackSlash *Jack* on 2007-06-19 21:17 ]
_________________


Smartin
Grand Admiral

Joined: August 04, 2005
Posts: 1107
From: Michigan
Posted: 2007-06-19 22:36   
This is a good idea. Infact a far better idea then the 5% hull thing. I really see that being abused easily. A sup could sit next to sy planet all day long and rack up some good prestige as people bring ships back out. No effort, no skill, no real strategy. Just sit and wait. A big a enough fleet could keep one fleet member suping more then he can handle on any busy time.
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2007-06-20 05:25   
nice idea, but only limit the blueprints to 1-3 ships.. any more and you wont feel the pressure when you suddenly need a ship you did not prepare for.

also removing/clearing a slot should have a lil time limit just to give it some impact when you remove a layout.
_________________

- Axi

BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-06-20 07:43   
Quote:

On 2007-06-20 05:25, Axianda wrote:
nice idea, but only limit the blueprints to 1-3 ships.. any more and you wont feel the pressure when you suddenly need a ship you did not prepare for.

also removing/clearing a slot should have a lil time limit just to give it some impact when you remove a layout.




This isn't actualy a bad idea - saves on database trashing too.
_________________


Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2007-06-20 07:55   
i would really, really like to see the 5% removed.
It allows abuse by sups, and it also means you easily get destroyed when you spawn and an enemy turns out to be nearby.
_________________



Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2007-06-20 18:16   
Quote:

On 2007-06-20 07:43, BackSlash *Jack* wrote:
Quote:

On 2007-06-20 05:25, Axianda wrote:
nice idea, but only limit the blueprints to 1-3 ships.. any more and you wont feel the pressure when you suddenly need a ship you did not prepare for.

also removing/clearing a slot should have a lil time limit just to give it some impact when you remove a layout.




This isn't actualy a bad idea - saves on database trashing too.




when you clear out a spot the spot goes into a "reload" cycle and turns from red to the all clear white when its available again.
_________________

- Axi

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