Shipwright Archive
Thread: We need a warehouse!!
From the Report on the state of the Shipwright Profession
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Suggestion 3: Create a Starship Hanger structure. This special building would allow a player’s ship to be worked on in a traditional monkey wrench kind of way. This might be difficult with the larger ships such as YT-1300, but could be possible. It would need to be the size of a generic guildhall with both floors above ground and opened as one giant space. Not only would this allow the same interaction with the pilot’s ship as a terminal, but would also grant both the shipwright and the pilot the ability to see the ship on the ground. This would also allow for a very starwarsy walk around your ship experience. It could also provide a preview of texture kits, and or paint kits. These buildings could have a high storage limit (500 – 1000) items and a “master shipwright” only requirement. When a shipwright is present in their hanger, they can register on the planetary map as open for business. Players could see right away where to go to have their ships customized.
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IIscandar wrote:
You mean.. like this ?
From the Report on the state of the Shipwright Profession
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Suggestion 3: Create a Starship Hanger structure. This special building would allow a player’s ship to be worked on in a traditional monkey wrench kind of way. This might be difficult with the larger ships such as YT-1300, but could be possible. It would need to be the size of a generic guildhall with both floors above ground and opened as one giant space. Not only would this allow the same interaction with the pilot’s ship as a terminal, but would also grant both the shipwright and the pilot the ability to see the ship on the ground. This would also allow for a very starwarsy walk around your ship experience. It could also provide a preview of texture kits, and or paint kits. These buildings could have a high storage limit (500 – 1000) items and a “master shipwright” only requirement. When a shipwright is present in their hanger, they can register on the planetary map as open for business. Players could see right away where to go to have their ships customized.
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There are some, seemingly, incredibly simple ideas in that thread. I loved the idea of a Image designer type interface, that really gives shipwright the feel of being a mechanic rather than just a factory. And the hanger is the best.
IIscandar wrote:
You mean.. like this ?
From the Report on the state of the Shipwright Profession
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Suggestion 3: Create a Starship Hanger structure. This special building would allow a player’s ship to be worked on in a traditional monkey wrench kind of way. This might be difficult with the larger ships such as YT-1300, but could be possible. It would need to be the size of a generic guildhall with both floors above ground and opened as one giant space. Not only would this allow the same interaction with the pilot’s ship as a terminal, but would also grant both the shipwright and the pilot the ability to see the ship on the ground. This would also allow for a very starwarsy walk around your ship experience. It could also provide a preview of texture kits, and or paint kits. These buildings could have a high storage limit (500 – 1000) items and a “master shipwright” only requirement. When a shipwright is present in their hanger, they can register on the planetary map as open for business. Players could see right away where to go to have their ships customized.
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Sounds incredible, alas I have a hard time seeing them implementing something like this. Hope im wrong, but it sounds like it would require a lot of work.
chlaos wrote:
Sounds incredible, alas I have a hard time seeing them implementing something like this. Hope im wrong, but it sounds like it would require a lot of work.
Actually, the interfacetype would besimilar as an Image Designer.
We can already customize our own ships through the terminal.
We already have huge footprint houses.
Creating a "loot box" effect to hold parts isn't a far stretch.
The "only" coding issue I could see would be implementing all these things together and away from an actual starport.
Unless, of course, the starport terminal ability to change ship parts is a truly horrendous bit of coding (implentation-wise I mean).
That could be the deal killer.
IIscandar wrote:
You mean.. like this ?
From the Report on the state of the Shipwright Profession
---
Suggestion 3: Create a Starship Hanger structure. This special building would allow a player’s ship to be worked on in a traditional monkey wrench kind of way. This might be difficult with the larger ships such as YT-1300, but could be possible. It would need to be the size of a generic guildhall with both floors above ground and opened as one giant space. Not only would this allow the same interaction with the pilot’s ship as a terminal, but would also grant both the shipwright and the pilot the ability to see the ship on the ground. This would also allow for a very starwarsy walk around your ship experience. It could also provide a preview of texture kits, and or paint kits. These buildings could have a high storage limit (500 – 1000) items and a “master shipwright” only requirement. When a shipwright is present in their hanger, they can register on the planetary map as open for business. Players could see right away where to go to have their ships customized.
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I like the idea, but it would have to be implemented for every crafting profession
BlkHwkDwn wrote:
I like the idea, but it would have to be implemented for every crafting profession
Ashtirael wrote:
BlkHwkDwn wrote:
I like the idea, but it would have to be implemented for every crafting profession
Not necessarily, although I can see why it should be.
I have heard suggestions of Corrals for CH, Smithies for AS and WS, and, my favorite, a Kitchen for a chef.
All other crafting professions have full factory support, unlike SW. I am not calling for full factory support, nor am I asking for the Hanger to make up for this. However, because of the inability of SW to keep 25 engines, or such, in a crate, a dedicated SW building, the Hanger with 1000 storage, wouldpartiallymake up for this.
Truly though, all othercrafting professions can actually display their products in a large house, on tables, against walls and the like.
Shipwrights simply cannot do this with ships. Ships cannot be displayed, which is the reason for needing a Hanger-type building.
Plus, doing ship loadouts requires, right now, a person to give the complete information of their current ship, or one they would like.
AHanger building with an image designer-likedisplay would enable SWs to configure optimum loadouts for ships. This can only be done now with programs like excel.
Simply plugging in a ship of the customer then having the shipwright change out components that are currently being stored within the confines of the Hanger would not only create a higher interactive feel to the universe and promote a specific part of the game, but would also serve to flesh out the game.
Again, just a thought.
Ashtirael wrote:
chlaos wrote:
Sounds incredible, alas I have a hard time seeing them implementing something like this. Hope im wrong, but it sounds like it would require a lot of work.
Actually, the interfacetype would besimilar as an Image Designer.
We can already customize our own ships through the terminal.
We already have huge footprint houses.
Creating a "loot box" effect to hold parts isn't a far stretch.
The "only" coding issue I could see would be implementing all these things together and away from an actual starport.
Unless, of course, the starport terminal ability to change ship parts is a truly horrendous bit of coding (implentation-wise I mean).
That could be the deal killer.
Hmm....if so, cool. It would be great to have.
BlkHwkDwn wrote:
I use a scratch pad to custom build ships, no excel for me
Blah, I tried it with a scratch pad before, but had trouble keeping track of all my freaking ships.
So, excel takes thethinking away and I can see what the best stats of my Pre-Re loot is and what I should aim for.
/tiphat to that usable (barely
) form of customizing ![]()
Ashtirael wrote:
BlkHwkDwn wrote:
I use a scratch pad to custom build ships, no excel for me
Blah, I tried it with a scratch pad before, but had trouble keeping track of all my freaking ships.
So, excel takes thethinking away and I can see what the best stats of my Pre-Re loot is and what I should aim for.
/tiphat to that usable (barely
) form of customizing
The best was when i made a ship for my guild mate go it with in a 100 mass, gave it to him, he came back to me saying he couldn't fit the launcher or reactor. Started going over my notes, yeah didn't add the mass of the reactor, lol