01-11-2020, 02:43 AM
(This post was last modified: 01-11-2020, 02:46 AM by martianant.)
Very nice and neat changes, I am excited to see how it progresses.
This makes me very happy! Glad to see :)
What if blueprints actually became more like actual blueprints, and the module assignment occurred during the construction stage? So when designing, you don't actually select modules (or you can select the 'default modules' for convenience) but it doesn't lock those choices in. Then when you bring it to the factory, you get a window with all of the systems and then you can choose what type they are.
So to walk through that process, designing a ship:
Architect indicates the design will have 2 FTL drives, they select the defaults as a Warp 9 and a PNN Wormhole. The design additionally has a shield system that they indicate would default to energy shields.
Player buys blueprint and runs it to the shipyard, the shipyard building now asks them to confirm the module choices:
The player doesn't have Warp 9, so they change that drive to instead be Warp 3. They keep the PNN wormhole drive. The player decides they actually want kinetic shields, so they change it to a kinetic shield. They then pay and the ship construction starts.
It uses the blueprint, but the design is actually a blueprint and the shipyard can change modules types, but it never adds or removes actual systems, only the types!
(01-10-2020, 10:54 PM)Haxus Wrote: XML export restored to starmap.
This makes me very happy! Glad to see :)
(01-11-2020, 12:31 AM)Deantwo Wrote:(01-10-2020, 05:35 PM)Haxus Wrote: Spacecraft Modules
...
One consequence of this change is that building spacecraft off the exchange is a lot harder.
For example if you get a spacecraft blueprint off the exchange that can handle warp9, but at the time of publishing the architect only had warp3 reseached. Once you have warp9 and buy the blueprint, you need to manufacture a bunch of warp3 modules in order to construct the spacecraft, and then you need an equal amount of warp9 modules to upgrade the ship to warp9 after constructing it.
I think the best solution to this would be to totally alter the way to manufacture spacecraft. Let us choose which modules to install in the ship when setting up the manufacturing order. It would be even better if construction of a spacecraft was more similar to building construction (labor, not placement), so that you can apply labor to the manufacturing process while not all materials are added to the process yet. Could even be constructed in sections, each module section at a time so the quality is different between spacecraft subsystems.
What if blueprints actually became more like actual blueprints, and the module assignment occurred during the construction stage? So when designing, you don't actually select modules (or you can select the 'default modules' for convenience) but it doesn't lock those choices in. Then when you bring it to the factory, you get a window with all of the systems and then you can choose what type they are.
So to walk through that process, designing a ship:
Architect indicates the design will have 2 FTL drives, they select the defaults as a Warp 9 and a PNN Wormhole. The design additionally has a shield system that they indicate would default to energy shields.
Player buys blueprint and runs it to the shipyard, the shipyard building now asks them to confirm the module choices:
The player doesn't have Warp 9, so they change that drive to instead be Warp 3. They keep the PNN wormhole drive. The player decides they actually want kinetic shields, so they change it to a kinetic shield. They then pay and the ship construction starts.
It uses the blueprint, but the design is actually a blueprint and the shipyard can change modules types, but it never adds or removes actual systems, only the types!