Forums » Suggestions
Trident Type M mission
As we crawl ever onward towards the long-awaited moment when players will actually take this mission, I had a few requests and ideas, some of which I have mentioned in related threads, but I'd like feedback from shipbuilders and devs on these:
1) Either make the mission available to groups, or allow the builder to create a group after starting it, so that anyone in the group can see the builder's waypoint in the shipyard sector, and deliver items to the active mission. This list is several orders of magnitude larger than any crafting mission vo has implemented yet, and people are working on them in teams who WANT to see it thru, even if at first only the builder gets to pilot the ship.
2) Make a "contact mission" dialog that gives the option to deliver items directly from your shipyard station inventory. if we have already hauled 60 fused plates 30km to the dock, do you really need to make us haul them 20+km from one of the exit bays back to the dock? This scale of crafting, and I daresay all vo crafting, begs for its own tab akin to the load/unload screen, where you can choose items to "load" into the mission, rather than the vo standard of undock and dock again.
3) Consider breaking the mission into several stages, such as pt I: Ore, pt II: Trade Goods, pt III: Manufactured Components, or pt I: skeleton, pt II: infrastrcture, pt III: Hull. Any number of ways to break it into 3 or 5 missions. I know you've told me the mission will be interruptible in case of disconnects or log-outs, but for God's sake: This mission will take 1 person literally days or weeks of non-stop undocking/docking or flying in from jump-in (unless you implement #2). Are you ready for all the panicked, whining, possibly suicidal (or homicidal) support tickets?
4) If there were ever a time to implement shared guild storage, this shipyard and the related manufacturing stations are your testing grounds. Enough said.
1) Either make the mission available to groups, or allow the builder to create a group after starting it, so that anyone in the group can see the builder's waypoint in the shipyard sector, and deliver items to the active mission. This list is several orders of magnitude larger than any crafting mission vo has implemented yet, and people are working on them in teams who WANT to see it thru, even if at first only the builder gets to pilot the ship.
2) Make a "contact mission" dialog that gives the option to deliver items directly from your shipyard station inventory. if we have already hauled 60 fused plates 30km to the dock, do you really need to make us haul them 20+km from one of the exit bays back to the dock? This scale of crafting, and I daresay all vo crafting, begs for its own tab akin to the load/unload screen, where you can choose items to "load" into the mission, rather than the vo standard of undock and dock again.
3) Consider breaking the mission into several stages, such as pt I: Ore, pt II: Trade Goods, pt III: Manufactured Components, or pt I: skeleton, pt II: infrastrcture, pt III: Hull. Any number of ways to break it into 3 or 5 missions. I know you've told me the mission will be interruptible in case of disconnects or log-outs, but for God's sake: This mission will take 1 person literally days or weeks of non-stop undocking/docking or flying in from jump-in (unless you implement #2). Are you ready for all the panicked, whining, possibly suicidal (or homicidal) support tickets?
4) If there were ever a time to implement shared guild storage, this shipyard and the related manufacturing stations are your testing grounds. Enough said.
/me blushes.
Obviously this old mule had blinders on while pulling the wagon full of Fused Plates...
Obviously this old mule had blinders on while pulling the wagon full of Fused Plates...
+1 here, as was +1 there
Cappies, as initial implementation, are best suited for Guilds or large groups. So some group tools would impŕove it a lot, and also other areas in VO, like the guild shared storage, deliver items from station storage...
If you pay attention, you realize how stupid it is that a station requests me anything I have stored there, then I have to load it on a ship, launch and dock back to deliver... I know it seemed logical a long ago and a simple implementation, (event:dock>action:check cargo), but it is like when Inc asks Mom a pen, then Mom gets the pen in his desk, leave the office, walk around the building, return to the office and deliver the pen to Inc...
2) Just add a regular button to mission interface with <Get items from my local storage>, better than another tab... since the button only shows while in-mission and objective is to deliver items.
I know it would affect the Trade Guild missions, but improving it as an exploit become a feature or option. And more trade-centric.
Cappies, as initial implementation, are best suited for Guilds or large groups. So some group tools would impŕove it a lot, and also other areas in VO, like the guild shared storage, deliver items from station storage...
If you pay attention, you realize how stupid it is that a station requests me anything I have stored there, then I have to load it on a ship, launch and dock back to deliver... I know it seemed logical a long ago and a simple implementation, (event:dock>action:check cargo), but it is like when Inc asks Mom a pen, then Mom gets the pen in his desk, leave the office, walk around the building, return to the office and deliver the pen to Inc...
2) Just add a regular button to mission interface with <Get items from my local storage>, better than another tab... since the button only shows while in-mission and objective is to deliver items.
I know it would affect the Trade Guild missions, but improving it as an exploit become a feature or option. And more trade-centric.
+1
I don't get why all the crafting missions don't allow you to grab items from station cargo... The "Scrap Yard" mission does... I use it all the time to rack up trade XP without ever leaving Deneb O-3.
I don't get why all the crafting missions don't allow you to grab items from station cargo... The "Scrap Yard" mission does... I use it all the time to rack up trade XP without ever leaving Deneb O-3.
"I don't get why all the crafting missions don't allow you to grab items from station cargo"
Busy/lazy devs, and probably also inertia combined with a reluctance to automatically and immediately grab people's stuff from their inventories, the working around of which would probably involve having to edit a bunch of missions to add an extra button to them.
Busy/lazy devs, and probably also inertia combined with a reluctance to automatically and immediately grab people's stuff from their inventories, the working around of which would probably involve having to edit a bunch of missions to add an extra button to them.
+1 to OP