Used Shipyard

If you fallow MMO genre...

...you'd know that almost all the other MMOs have player trade mechanisms which can be abused, and yet, they are still there, because they make the game better. FD's knee jerking (and some of this community's) about gold selling and such is pure paranoia and totally unwarranted. Worse, it's holding the game back.
 
How can anyone hate the Clipper :(

It actually turns too sharp carrying none of its momentum. That plus the impossibility of fixed weapons, the massive hitbox and the less than stellar shield multiplier.

Okay so I am going to let this go. I never thought it would be implemented. This was just a "wouldn't it be cool" post.
 
It actually turns too sharp carrying none of its momentum. That plus the impossibility of fixed weapons, the massive hitbox and the less than stellar shield multiplier.

Okay so I am going to let this go. I never thought it would be implemented. This was just a "wouldn't it be cool" post.

You shouldn't let it go, we should be asking for more player trade across all aspects of the game and screw the gold sellers, they don't ruin games as people believe.

Yeh, WoW is totally ruined, everyone thinks it's rubbish, because gold sellers, mkay? ;) lol.
 
Apart from the paintjob you can just store your engineered modules and use them on another ship, so none of your invested time and grind is lost.
 
Everything but the bulkheads.

I proposed a scrap engineered modules mechanic back in 3.0 (or 3.1?), sadly it didn't get much attention...

The idea was that whenever you remove a modification from a module you would get a percentage of the spend materials in return.
 
It actually turns too sharp carrying none of its momentum. That plus the impossibility of fixed weapons, the massive hitbox and the less than stellar shield multiplier.

Okay so I am going to let this go. I never thought it would be implemented. This was just a "wouldn't it be cool" post.

Its a transportation device for its own thrusters, love the noise it makes when you hit it and it just MOVES!

Cutter on the other hand.....:(.
 
I made my first substantial millions in a clipper, doing rares back in the day. I still own it despite never using it. But then, I own a lot of ships I never use.
 
I have loads of fully engineered ships that I'd love to be able to sell for an in-game profit.
Engineering ships for specific tasks is something I quite enjoy, but if I'm not that interested in the specific task then they hardly ever get used.

If this were implemented then the prices would need to be controlled by the game - even if just to set upper and lower limits - otherwise it could be used as an exploit to transfer credits between players.
Alternatively it could be done like an ebay auction, which could be fun, though it would still be possible to exploit the upper end of the price by having a 3rd person artificially inflate the price.

If something like this were implemented, it would be another possible career path; one that I would certainly be interested in.
 
If this were implemented then the prices would need to be controlled by the game - even if just to set upper and lower limits - otherwise it could be used as an exploit to transfer credits between players.
Alternatively it could be done like an ebay auction, which could be fun, though it would still be possible to exploit the upper end of the price by having a 3rd person artificially inflate the price.

There are probably ways to do it you feel. You get a sort of ship scrappage as is because the shipyards buy them back and any ship it 'could' be second hand as long as you assume it's been fully refurbished in the station, to good as new + a commission for doing that (= new ship price) :p

If the secondhand market was P2P? What if the market gave you a chance at a discounted price but ALSO a 10% nerf on all ship statistics that emulates the ships 'used' nature and offsets the credit saving?

When it comes to rank locked ships. If you don't have the required rank then your used ship is "hot" no matter what (maybe in jurisdiction of the relevant major faction). A status that can't be paid off, though you could be free to reach the rank unlock, if you can, to legitimise it.

'Notorious ships' (eg. based on Ly's covered, pirates killed or bounties incurred over lifetime) would just sell for more than the standard ship. I think be careful if the player selling the ship gets more creds than standard but if you want to buy a 100Mcr ship for 500Mcr, just because you like it's name, why not?

If you factor commissions for buying/selling right, pretty sure it could be done. Dev Priority? Less sure.
 
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Its a transportation device for its own thrusters, love the noise it makes when you hit it and it just MOVES!

Cutter on the other hand.....:(.

Yeah but 2 boosts to reach full speed. Ehh. :(

I have loads of fully engineered ships that I'd love to be able to sell for an in-game profit.
Engineering ships for specific tasks is something I quite enjoy, but if I'm not that interested in the specific task then they hardly ever get used.

If this were implemented then the prices would need to be controlled by the game - even if just to set upper and lower limits - otherwise it could be used as an exploit to transfer credits between players.
Alternatively it could be done like an ebay auction, which could be fun, though it would still be possible to exploit the upper end of the price by having a 3rd person artificially inflate the price.

If something like this were implemented, it would be another possible career path; one that I would certainly be interested in.

Exactly. You get it!

There are probably ways to do it you feel. You get a sort of ship scrappage as is because the shipyards buy them back and any ship it 'could' be second hand as long as you assume it's been fully refurbished in the station, to good as new + a commission for doing that (= new ship price) :p

If the secondhand market was P2P? What if the market gave you a chance at a discounted price but ALSO a 10% nerf on all ship statistics that emulates the ships 'used' nature and offsets the credit saving?

When it comes to rank locked ships. If you don't have the required rank then your used ship is "hot" no matter what (maybe in jurisdiction of the relevant major faction). A status that can't be paid off, though you could be free to reach the rank unlock, if you can, to legitimise it.

'Notorious ships' (eg. based on Ly's covered, pirates killed or bounties incurred over lifetime) would just sell for more than the standard ship. I think be careful if the player selling the ship gets more creds than standard but if you want to buy a 100Mcr ship for 500Mcr, just because you like it's name, why not?

If you factor commissions for buying/selling right, pretty sure it could be done. Dev Priority? Less sure.

I like all of your ideas. o7
 
I always thought the game should set the value based on the engineered stats. I was envisioning the Used Car Lot of Grand Turismo. I like the maintanence features of it as well (structural integrity and mileage). I think all ships should require more maintenance. It might be bothersome but when you limp back to the station with modules at 5% integrity it should take more than a couple thousand credits and 1 second to repair. Maybe even have to return to an engineer if it has been damaged too many times.
 
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