I've been thinking about pitching a long-deliberated idea for an implementation of custom skins and decals in light of the monetised skins for a while now, but, alas, I procrastinate a lot. However, now, that a thread on this matter is present, I might as well get my fingers in motion. Warning: this pitch is kinda lengthy.
~ On the fair implementation of custom skins & decals
vis à vis the monetisation of cosmetic items ~
The Premise:
Since Frontier have chosen to follow a business model akin to that of games like Guild Wars 2 and Evolve - that is, to implement secondary monetary sources by offering purely cosmetic items for sale and thereby avoiding the oft-decried "Pay2Win" aspect of certain games on the market - this needs to be considered for the implementation of custom cosmetica. A secondary monetary source like this is paramount to the longevity of the high-maintenance endeavour that this game is (for comparison, see Guild Wars 2 for an example of another game that has developers & authors actively and continuously maintain, rather than pre-scribe, the story for its universe, including tangibly experienced effects on the concrete game world). Therefore, to let the ability of the player to customise cosmetic items dry the skin (and future decal?) market up, is to be avoided.
Thusly, this pitch treats skin & decal customisation as a feature that has to be bought and works in conjunction with the skins presently on offer as its own actual product.
Please note, that this is a pitch for a very basic level of skin & decal customisation, which only allows you to see the custom skin on your own client - other players would likely just see the default skin of the respective ship. (There are ways this could be remedied via the usage of unique identifiers for skins; but this thing's gonna be long enough as is. For a quick glance at what this might involve,
let me redirect you here.)
The Products:
1.)
The custom skin feature as such: One slot for a customisable skin per ship class, bundle pack for a slot each for a set number of ship classes.
Downloads: a rarfile containing the default or a "paper-white blank" bitmap & the specular map in a common, workable file format for the respective ship for use as a template. Listed under "My Downloadable Products" on the ED store. You can buy multiple of these.
2.)
Addition to skins sold presently and in the future: Offer a download of the respective skin's bitmap & specular map, so bought skins can be used as templates, too. This way, monetised skins retain some of their value, even if the customisable skin slot has been bought.
Personal note: More of an example, really. I'm an owner of the Chrome Skin for the Cobra. What I would do, if both the aforementioned points were met, would be to download the templates of the Chrome Skin and tone the specular map down a bit, to then put this alternate skin in my custom skin slot. The Chrome Skin is a bit too reflective for my taste. I expected something closer to the blackest spaceship ever from the Hitchhiker's Guide books.
3.)
The custom decal feature: One/a number of slot(s) for (a) custom decal(s). Downloads: bitmap+specmap of the skull decal from the Merc. Pack for a template.
The Technical Side:
I'd like to describe the actual usage and implementation of what I've got in mind in a step-by-step manner.
In this example, I want to turn my Adder into a proper rainbow-coloured hippie bus!
1.)
I buy a custom skin slot for the Adder.
2.)
I download the file adder_default_template.rar.
I find this file among "My Downloadable Products" in the ED store.
3.)
I unpack the two files adder_default_bitmap.tga and adder_default_specmap.tga.
(The .tga is pure speculation; I don't know which file format would be optimal for the means by which this pitch proposes custom skins to be implemented. Read on, I'm getting to that.

)
4.)
I paint away in the bitmap and specmap.
using The Gimp or Photoshop or whatever else suits my fancy. I use colours on the bitmap gratuitously and keep the specmap "dimmed down", so it doesn't look too metallic or plasticky, but rather like painted with a brush.
If you don't know what a specmap actually is: It's a greyscale image defining the reflectiveness of a texture. If you look at some of the sold skins in outfitting, you'll notice that they make ample use of specular highlighting.
5.)
I start the launcher.
On login the launcher detects that I own a custom skin slot. It generates the folder
"C:\users\Ketzerfreund\AppData\Local\Frontier Developments\ Elite Dangerous\Options\Custom Skins\Adder\Slot01".
6.)
I save my edited files in the aforementioned folder.
As long as no files are found there by the game, the default skin will be used for the custom slot.
7.)
I restart the launcher.
When the launcher detects the custom texture images, it converts them into texture files as ED uses them.
8.)
I start the game proper and go into outfitting.
That custom skin slots are sold per ship model makes sure that my custom skin is only listed when I go into outfitting with an Adder.
9.)
...Wait a second, something's missing...
10.)
I buy a custom decal slot.
Creation and use analogous to the skin, though a custom decal would be available for all ships.
11.)
I create a Peace Sign decal.
12.)
The result as I vividly imagine it:
Pricing:
Now, this is a bit difficult. I don't know how to allot a price to this in an objective manner. Also, I don't know how exactly Frontier arrived at the prices they set for their custom skins, so far. So, this is strictly
what I personally and absolutely subjectively would be ready to pay for features as pitched above:
- One slot for a customisable skin for one particular ship class: I'd say, something like "price of six-skin-pack" x 1.5.
- One slot each for a set of ship classes: Mostly analogous to how ship skin packs relate to single skins.
So, what would this be worth to you? 