Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
...just an idea...
Supposing a ship you have your eye on is particularly rare, and particularly powerful (maybe). Rather than being mass-produced, you see, it is handcrafted, and takes a while to build after you make your purchase up front. After a set amount of time, the ship becomes ready, and you can go and pick it up at the planet you ordered it at.
I haven't given it a try yet, but thinking it over, I believe it could be possible with the current engine, provided it is all set up with missions instead of from a shipyard. 'Cause there's no way to make it so a shipyard purchase doesn't actually change your ship, right? Yes? 'Cause if there is, that would be cool.
Or, is there a way to trigger a cron or an NCB just by going to the shipyard of a particular planet, but not buying anything (i.e. the shipwright notices you snub the other options, but can easily afford them all, and so makes his sales pitch thus)?
These things could be looked up in the bible, but I had an inexplicable desire to share the idea. Perhaps it's even been done before, I don't know.
Onyx, on Sep 25 2004, 06:47 PM, said:
These things could be looked up in the bible, but I had an inexplicable desire to share the idea. Perhaps it's even been done before, I don't know. View Post
You can use an invisible mission that appears in the Shipyard, can't you? That should do the trick.
~ SP
Wow...I could use this for a project I'm engaged in. Very nifty idea, and I like it a lot.
A mission/outfit + mission and a corresponding cron should work. The mission looks like 'custom order ship', and that activates the cron, and when the cron is done the appropriate NCBs are set and maybe another self-aborting mission is activated that pops up a window telling the player that his ship is ready for pick-up. Not too difficult, actually.
UE_Research & Development, on Sep 26 2004, 03:11 AM, said:
A mission/outfit + mission and a corresponding cron should work. The mission looks like 'custom order ship', and that activates the cron, and when the cron is done the appropriate NCBs are set and maybe another self-aborting mission is activated that pops up a window telling the player that his ship is ready for pick-up. Not too difficult, actually. View Post
... and already done Look the way I`ve made it to produce ships on the "Old Shipyard" in the PlugPackV16. In this case you can just produce "normal" ships but the way it works is the same for both ideas.
Another idea : You can perhaps play with different types of metal found in astroids , and offer a ship at a much lower price if the player provides the resources (minerals) for the construction of it , this could be done by say a sequence of missions or with certain outfits .
Entarus,
UE_Research & Development, on Sep 26 2004, 01:11 AM, said:
Excellent. I was hoping people would take to it.
I was picturing this as being a way to really get a player excited about a ship purchase, in ways that stock ships or even variants couldn't. Perhaps the custom job would have mounts for weapons that aren't exactly legal, or uses military-grade armor scavenged from government scrap heaps or something. Also, I was picturing the shipwright and the player would have an established relationship after that, maybe running into each other at bars (random, low probability), the craftsman suggests an upgrade for a favor...Not exactly like Spike's Swordfish and it's maker (whose name escapes me right now) from Cowboy Bebop, but a similar sort of thing. A good way to introduce a character.