Poll to follow hopefully: Do you want ship & module leasing with fleet management, just ship & module leasing or just fleet management?
It dawned on me that one thing that might be popular in-game, and lead to further gameplay, would be the ability to lease ships & modules and fleet management. These could be implemented as facilities in-game where you could lease a ship or module for a fee based on term, optionally outfit it for certain capabilities and return it when done. The fleet management portion would would be the ability to request that a ship or module, either locally or remote, be transported to another remote location.
Modules would include engineered modules if you are "licensed" for that mod, by already owning that level or range of mod. It's plausible that the facility could commission mods from engineers through pilots as a mission item with rewards. In the poll I will not break out the ship vs. module question, if you want one vs. the other, please post.
While the details of the implementation are open to interpretation I would suggest the following:
Ship & Module Leasing:
1. If you already own the ship or module in question but it is not stored locally or for-sale you can lease the ship or module with the exact specs that you currently own.
2. If you do not currently own a ship or module you may lease a ship or module from a selection of models. The lease facility may carry models that the shipyard does not sell.
3. During the initial implementation, lease periods would be open-ended but once returned the period would end.
4. In later implementations the lease period would be fixed or variable with a fee structure.
5. Once lease periods were enabled, not returning the ship or module would be considered theft, fines and a wanted status would result.
6. The implementation would require a certain rep level with the controlling faction and a certain rank to be determined later.
Ship and module leasing could lead to added gameplay in the form of contracts with a facility to procure or deliver ships or commission Engineered mods of a certain calibre. It would also allow players to have a try before buy ability.
Fleet Management:
1. At any shipyard facility you would request a ship or module transfer from any station to any station. Cost would be very low and allow bulk shipments but incur economical route delivery times. Costs would vary based on ship value and distance.
2. Using the new crew lounge feature, you may hire and NPC pilot to deliver any single ship from the local port to any other port for a higher fee than bulk.
3. Using the same crew lounge feature you may hire an NPC pilot to leave and retrieve a ship from a remote port and deliver it elsewhere, for a higher fee than a single point delivery.
Fleet management could lead to added gameplay by giving the player similar delivery missions as the NPC, being hired by a faction to deliver and return civilian and military ships with all associated risks. In the future larger ships could be purchasable in-game to support bulk deliveries as mission objectives.
Insurance would pay for loss of leased vessels or modules. If you do not have sufficient funds to cover ship or module losses the lease would be denied. Similarly, in the case of added gameplay, sufficient insurance would be required to accept the mission. In all cases, once insurance was paid for the loss, there would be no rebuy screen, you would be returned to the vessel you left at the lease facility.
Finally, these implementations should tie into the BGS and faction control. A certain system state should guide the controlling faction's ability to limit certain leases in that area. Large ship movements, especially of military vessels could destabilize certain regions.
It dawned on me that one thing that might be popular in-game, and lead to further gameplay, would be the ability to lease ships & modules and fleet management. These could be implemented as facilities in-game where you could lease a ship or module for a fee based on term, optionally outfit it for certain capabilities and return it when done. The fleet management portion would would be the ability to request that a ship or module, either locally or remote, be transported to another remote location.
Modules would include engineered modules if you are "licensed" for that mod, by already owning that level or range of mod. It's plausible that the facility could commission mods from engineers through pilots as a mission item with rewards. In the poll I will not break out the ship vs. module question, if you want one vs. the other, please post.
While the details of the implementation are open to interpretation I would suggest the following:
Ship & Module Leasing:
1. If you already own the ship or module in question but it is not stored locally or for-sale you can lease the ship or module with the exact specs that you currently own.
2. If you do not currently own a ship or module you may lease a ship or module from a selection of models. The lease facility may carry models that the shipyard does not sell.
3. During the initial implementation, lease periods would be open-ended but once returned the period would end.
4. In later implementations the lease period would be fixed or variable with a fee structure.
5. Once lease periods were enabled, not returning the ship or module would be considered theft, fines and a wanted status would result.
6. The implementation would require a certain rep level with the controlling faction and a certain rank to be determined later.
Ship and module leasing could lead to added gameplay in the form of contracts with a facility to procure or deliver ships or commission Engineered mods of a certain calibre. It would also allow players to have a try before buy ability.
Fleet Management:
1. At any shipyard facility you would request a ship or module transfer from any station to any station. Cost would be very low and allow bulk shipments but incur economical route delivery times. Costs would vary based on ship value and distance.
2. Using the new crew lounge feature, you may hire and NPC pilot to deliver any single ship from the local port to any other port for a higher fee than bulk.
3. Using the same crew lounge feature you may hire an NPC pilot to leave and retrieve a ship from a remote port and deliver it elsewhere, for a higher fee than a single point delivery.
Fleet management could lead to added gameplay by giving the player similar delivery missions as the NPC, being hired by a faction to deliver and return civilian and military ships with all associated risks. In the future larger ships could be purchasable in-game to support bulk deliveries as mission objectives.
Insurance would pay for loss of leased vessels or modules. If you do not have sufficient funds to cover ship or module losses the lease would be denied. Similarly, in the case of added gameplay, sufficient insurance would be required to accept the mission. In all cases, once insurance was paid for the loss, there would be no rebuy screen, you would be returned to the vessel you left at the lease facility.
Finally, these implementations should tie into the BGS and faction control. A certain system state should guide the controlling faction's ability to limit certain leases in that area. Large ship movements, especially of military vessels could destabilize certain regions.
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