Disclaimer: Im pretty new to the game and have not fully read/understood the APIs available for EMP on structures. This structure will be referred to as “shipyard” in this suggestion. Forgive me if it all sounds outlandish!
This shipyard/scrapyard sounds like a a sizable undertaking for the running team (if it green lights) seeing as how it might actually require multiple pre requisite mods to make a fully functional shipyard mod. I’m a little late into this suggestion thread but here goes:
A. Shipyard Existence
Admin/Server (one can only hope a player is allowed to build one) only structure which is either
- Bought at X credits and spawned in by admin
- Server only ownership of X number of Shipyards in EM
- Player Licencing scheme where player pays X for X amount of rental time or X uses.
B. Shipyard Makeup I
Shipyard contains 8 marker blocks on a BA structure which designates a rectangular cuboid space in which to park the ship in question. (Pre Req Mod)
C. Shipyard Makeup II
Deconstruction block (using pre existing models such as the repair blocks or a deco block) which is part of the same BA structure that does either:
- Shoots 1 or multitude of multitool beams (visible or invisible with X extended range within markers) which deconstructs the blocks within the 8 marker blocks. This method will create a physical de-con of the ship on a X min timeframe.
or - Scans/targets ship within the 8 marker block space and saves it as a BP to a temp folder on server, calculates the resources of the BP multiplied by % to return. Server empties the temp BP folder immediately. This method might allow a more instant de-con when it fires the instant delete function after resource calculation.
D. Resource reimbursement
Hopefully can be released by:
- Server depositing into player inventory (if its full, you lose the excess!)
- Server creating a shipyard package which players retrieve akin to fa:supply or am:getall
- Orbital Shipyard Account which has to be retrieved in 7 days of first usage. Does not survive wipes.
E. Resource reimbursement calculation suggestions:
- A flat X% of each resource
- X% of each resource based on pre determined % for each ore. (Eg: 50% returns on FE, 10% returns on Sath)
- Credits. (Awesome but a headache because it encompasses the above pointers and HWS team needs to have another % table created and maintained for each ingot type for this. ahem economics).
- 0 reimbursement for on-board fuel, ammo and any other non ship parts.
F. Shipyard Usage Cost.
- X Credits per use
- X Credits for time used
- Drill charges/ MT charges per use
- General “take off your pants” servitude to the server.
G. Others
Shipyard should also hopefully aid in helping create a start point for the creation of Player Ship Auctions (with web function to upload images/desc via HWS Connect. Ouch), Player Ship Sell-back (GG $ table in point E3) or even a Player Ship Insurance (this one’s probably too silly) system!