Sell your old ships at the store.

Joe Smith shared this feedback 12 months ago
Under Consideration

If we could bring our old beaters up to the store and sell them for credits it would be great. Sell some gigantor-hack'n'slash starter pod then turn around and buy some fresh new design.

Comments (10)

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Hi,

Thanks for the feedback

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This is something that really needs to happen .

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WE NEED THIS

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i am very frustrated trying to get a server going...... and I wont until i can sell ships or server admin spawn NPC trade stations that sells ships so that i can set up a trade commerce area in space

the starting off in space and being dropped off with just a Hilti drill is not realistic, no body would agree to go into space with just that.

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Fellow Engineers

Any suggestions on how to determine the value of a ship? Based on used Components, used resources, design, functionality, reputation,...?

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Well, I've put alot of though into this, with no solid conclusions.

First, you would have to assign some value to time. How long does it take to mine? refine? Etc. The former is pretty hard to get a fix on, but the latter could probably be standardized to a refinery with no attachments. Faster workers and refinery modules would increase profitability.

Second, you would have to assign value to energy. This is even more complicated since there are numerous sources of electricity. When you start thinking about uranium you're kind of going in circles.

The value of raw ingots (or wafers, f*** you silicon you are the bane of my search bar) would be some sum of the time and energy necessary to mine/refine it, as well as whatever raw value the ore itself has. Once you've figured all of that out, you gotta do it again to find the value of components. Which would, again, be a sum of time and energy needed to assemble plus the value of the materials. And then AGAIN to combine those components into blocks. Finally, one more time for putting those blocks together into something functional. After that there would be some premium for how subjectively good the design is. It's easy to slap some blocks together into a form that can move and shoot, but it wouldn't be worth much if it can't win a fight.

Basically, raw value + time + energy at each step of the process. To say that putting it all together is beyond me would be an understatement. It would be fascinating to get an economist involved. I would love to take part in some social experiment server if any exist.

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Seems to me if ships are being sold for junk then the overall mass of the ship and any added value of components (gold, platinum, etc.) that could be rendered out of it would be what the buyer would be interested in. This is how scrap dealers do it in real life. Some components would have valuable material in them that could be calculated based on the build formula and then a fraction of that cost could be reimbursed.

This is an excellent idea. I just damaged a large base-servicing ship pretty badly and rather than repair it or grind it down, I could just get it to a NPC station and sell it for scrap.

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I think Michael's suggestion here is the best way to do it. Just lump up the values of the component parts, divide them by some arbitrary number so as not to break the economy with the ability to sell any junk you want at a high rate, and dole it out like that. A problem with this whole suggestion is that it would let you get around the selling limits for any given station that keep players from just gathering up a million iron and pawning it all off at once for a massive sum, so selling these ships at comparatively low value would be a necessity to help keep players from doing the same thing: building a massive hulk of garbage and hawking it off. Plus they probably want to keep it simple- factoring in energy and labour into the calculation would be a way bigger pain than it's worth.


Edit: Another possibility is that components included in the ship could be used to fill trade orders at the station at full/relatively high value, with the remaining parts being a much lower value so different stations will value the same ship differently and so there are diminishing returns to selling massive lumps of garbage. It would even incentivize breaking up a ship into chunks to sell at different stations and get more value for more work, which I think would be a neat chore.


On a related note, I think that being able to trade ships/grids with other players through the store would be a lot of fun. Just take a ship that's tethered to a trading connector and allow that as an option available for sale. I know you can already do this via trading credits then handing over control manually, but being able to do it through the store would be a nifty idea in my opinion.


Overall, I think this is a great idea and it would be a lot of fun to see it in action!

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I think the simplest way of giving a ship value is by assigning each block a value or maybe the components that make up the blocks themselves. It's difficult to call any ship "used" in space engineers beyond if they simply have blocks missing. If there was some sort of degregation to blocks that occur over time (batteries and reactors decaying, armor blocks rusting) then maybe values could lower. I absolutely want the ability to sell and buy player creations between other people and at npc stations. There is an interesting mod out already that allows you to store grids in essentially a garage block. (Gauge's grid garage). Perhaps that could be used to help buy and sell ships. Thoughts?

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Interesting idea: Degradation Over Time...

Hmm... Might try my hand at that. I smell a new mod. You'll be credited if I ever publish it...

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Actually, the easiest way, unfortunately, would be to write a script that allows you to save any blueprint of a ship you've built as a spawnable entity, (without the spawnability), that then reads every block on the ship, builds a list of all components within each block, (not including inventories, this information is easily accessible in the sbc file of each block), and determines the value based off a set range of "market values", (most likely grabbed from the components sbc file), for each component. After a list is assembled the cost of all components is totaled and the "Price" is then placed on the ship in the file.

This is incredibly doable though!

Issues I Foresee:

Updating a blueprint will mess up the script, or cause a massive lag spike as information is reviewed to see which blocks match the last blueprint and which blocks are new, so as not to have to rewrite the entire file.

Some people may abuse this by building useless ships made of tons of cheap components that makes for a very expensive ship.

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We Really Need Buy And Sell Player Ships

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I would appreciate if you could both sell you old ships, and buy new ones. I understand that this game is about making your own ships, but I personally enjoy taking pre-made ships and modifying them.

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amazing idea