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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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POB Supplies - Make them viable

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Poll: What do you think of this idea?
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* You voted for this item. [Show Results]

POB Supplies - Make them viable
Offline Officially_that_Guy
12-04-2016, 01:51 PM, (This post was last modified: 12-04-2016, 01:57 PM by Officially_that_Guy.)
#1
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Joined: Oct 2016

Greetings, disco community!

I have run into an inconvenience and, as I consider it, an inconsistency. Ships can only carry a limited amount of batteries or bots - that much is obvious, needed, and fine the way it is.

However, supplying a base with what a single ship can carry takes a very long time, the further away you are from dockable NPC stations, and honestly...what's stopping a 5k transport from loading 5000 units of bats/bots/ammo into its hold, logically?

So my idea is the following:

Create a custom supplies commodity for shield batteries, nanobots, and ammo, which is cargo, not a usable item.

The idea behind the commodity is to prevent abuse of the transport system - so people dont bring a transport to a fight and crack it open like a pinata when needed.

This commodity would only be "unpackable" into the actual item on a POB, where it is added to the shop.

So:
- Buy supplies on NPC Station X
- Carry supplies to your POB
- Get blown up for whatever reason: Cargo drops into space. Not usable. Can be sold for original price on any station

- Place supplies in POB
- As station administrator, type /base supplies unpack <type> (all|amount) and they appear in the equipment shop
- As station administrator, type /base supplies pack <type> (all|amount) and they are re-packed for transportation

- As I imagine this commodity to be just that - a commodity - it can have a price, so base shops can buy them or sell them.


What are your thoughts on the matter? I think this might be a viable alternative to the "buy 75bots/bats/missiles, sell 75 bats/bots/missiles". And since the FLHook can add/delete cash, it should be able to run the same operation for items/commodities, right?

Please provide your input on this idea (sun)


P.S.: I'd volunteer to provide the needed gfx for the commodity if this idea comes through.

[Image: junker_signature__freelancer__by_brekashun-damy64j.png]
Rust is lighter than carbon fiber!
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Offline Hannibal
12-04-2016, 04:29 PM,
#2
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basically get one item from the npc station and change it to another once dumped on a pob

sounds good, but will require having someone editing the current base plugin .. let's just say it will be faster/better to just introduce a new ship actually transporting nanobots and batteries.


People want to believe that God has a plan for them.
They don't wanna believe that anyone else does..
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Offline Skorak
12-04-2016, 04:32 PM,
#3
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That ship will be a serious problem for pvp.

[Image: 4M4UTts.png]
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Offline Hannibal
12-04-2016, 04:36 PM,
#4
Still a Pyromaniac
Posts: 875
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(12-04-2016, 04:32 PM)Skorak Wrote: That ship will be a serious problem for pvp.

i don't see how since won't have turrets and could not transfer the ammo..


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They don't wanna believe that anyone else does..
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Offline Skorak
12-04-2016, 05:05 PM,
#5
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By going into combat and blowing up.

[Image: 4M4UTts.png]
[Image: IDgpvpG.png][Image: T5nJFSb.png] [Image: R2wbzfN.png] [Image: dAW1eot.png111] [Image: R2wbzfN.png] [Image: OECngVP.png77] [Image: R2wbzfN.png] [Image: 7ODm3kk.png33] [Image: R2wbzfN.png] [Image: RKgpLfI.png88]
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Offline jim-drover
12-04-2016, 05:10 PM, (This post was last modified: 12-04-2016, 05:16 PM by jim-drover.)
#6
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Posts: 129
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So my idea is the following:

Create a custom supplies commodity for shield batteries, nanobots, and ammo, which is cargo, not a usable item.

The idea behind the commodity is to prevent abuse of the transport system - so people dont bring a transport to a fight and crack it open like a pinata when needed.

This commodity would only be "unpackable" into the actual item on a POB, where it is added to the shop.

So:
- Buy supplies on NPC Station X
- Carry supplies to your POB
- Get blown up for whatever reason: Cargo drops into space. Not usable.Can be sold for original price on any station

In case you did not read it ... ;-)

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Offline Officially_that_Guy
12-04-2016, 05:48 PM,
#7
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Posts: 133
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Joined: Oct 2016

(12-04-2016, 01:51 PM)Officially_that_Guy Wrote: The idea behind the commodity is to prevent abuse of the transport system - so people dont bring a transport to a fight and crack it open like a pinata when needed.

Hence...Pinata pinata! (sun)

Alternatively you could make it an ooRP ship like the camera ship, but with the commodity idea that'd be unnecessary. I think any transport should be inRP, otherwise people will abuse it (>>Recruit ID on a 5k is not rare).

[Image: junker_signature__freelancer__by_brekashun-damy64j.png]
Rust is lighter than carbon fiber!
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Offline Gunbladelad
12-04-2016, 06:03 PM,
#8
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Posts: 59
Threads: 7
Joined: Jun 2013

The Repair ships should be able to transfer plenty of the nanobots / shield batteries anyway, but what might work with this idea is a "Ship munitions" commodity which could be "cooked up" on a POB into specific types of ammunition with the correct module on the POB.

Where logic won't work, I will.
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