Sell your old ships at the store.

Joe Smith shared this feedback 5 years 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.

Replies (23)

photo
1

Hi,

Thanks for the feedback

photo
2

This is something that really needs to happen .

photo
2

WE NEED THIS

photo
2

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.

photo
1

Fellow Engineers

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

photo
1

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.

photo
2

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.

photo
2

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!

photo
photo
1

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?

photo
1

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...

photo
1

Sounds like another mechanic for the game to calculation = slow down. Let's not totally overcomplicate it.

photo
photo
1

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.

photo
1

We Really Need Buy And Sell Player Ships

photo
1

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.

photo
1

amazing idea

photo
1

If you can sell your old clunker then allow new players to spawn at a NPC trade station

Added this suggestion

https://support.keenswh.com/spaceengineers/pc/topic/trade-station-respawn-option

photo
6

My suggestion for selling ships would be to be able to sell the grid for the minimum cost of each component. I think it might be good for economy if it is a better price to deconstruct it yourself and sell the comps, but you can sell the whole ship and get a little less than the value of the components.

For buying/selling ships player to player, i think a system kind of like one of the virtual hangar mods would be good. maybe a block that you need to connect to, or an option for connectors, where you can add grids from a connector to a virtual hangar in the store and have it for sale. the minimum cost would need to be the value of the components i think.

Interested in getting a discussion going on this.

photo
1

Sorry, im a noob, didnt open the "show all" on comments, and thought no one had even commented on this

My comment still seems valid though. Im curious if someone could mod the Hangar mod to a store block to test this idea. not sure how you would assign value though, ive never done any modding

photo
photo
1

I'm glad NPC stations have the option of selling ships to us, but would also like to be able to sell my ship there. Theoretically, an NPC station would disassemble ships for parts for the cost they give me is reduced by the effort they estimate they would need to invest. In other words, By selling my ship, I will get less than if I disassembled all the components of the ship myself and sold the components individually. I think that's a fair mechanic that recognizes the tradeoff in money and time.

photo
3

This is also a good idea for server performance.

If the "left over" ships are only in a database it wouldn't take server performance (unlike players having multiple unused ships hanging around somewhere). Until someone buys if of course.

photo
3

Yer I was thinking this the other day, some people like designing, some building, some just like blowing stuff up. IF we could sell ships/resources/components, everybody can spend time doing the bit they like, for a fee.


The bonkers idea, the currency could be blockchain/NFT :) lol

photo
3

Blockchain / NFT is a silly thing to add to a game.

photo
photo
4

It would be a nice feature to be able to do your own shipyard. I think of selling ships that I designed by myself on a trading station.

photo
2

As is, all you're able to put up on store blocks are comodoties and resources, comparing that to other trade stations makes it disappointing in the fact you can buy vessels or even fleets of vehicles for use in a range of tasks. It would be great to see power be given more to the player in this regard, letting them buy or sell ships to other player driven factions in official servers.

photo
1

I love this idea, but it's starting to border on things that I wouldn't rank as high on my wishlist. if it's quick and easy I'd like to have it, but not at the expense of development time on other features, still you have my vote.

photo
3

If NPCs can use the ship which you sell is a good ider for me.

photo
1

sell ... and BUY! im bored to see alway the same ... 10? 20 outdated ovepriced ships in the npc stores ... ok SCs are easy to farm but what exactly i have to do whit SCs other than to buy H2? and why there are no ammo or handled weapons?

I want to suggest to add even custom turrets and custom playermade contraptions to the npc stores.

Please improve the economy part!

photo
3

Here is an idea. A grid seller block


Like the projector pick a grid to sell. it then determines the price based on the blocks or owner can set a price


to put the item on sale it needs to be able to collect all the components that would have been needed to build it from the local inventory. If the items are found it spawns it like any npc ship.


Option 2. the block is the size of the large grid. components have to be put inside of it. then ship is sellable


option 3. cargo and even fuel, oxygen tanks can be marked as for economy. then items from inside them can be sold such as fuel and o2. if a ship is offered in the ship block it takes comps from marked cargo and fuels it from marked fuel and o2.


Catches

Can be used to keep an escape ship if main ship destroyed. I see that as more of a quality of life thing.


To prevent spamming out infinite ships, torps, drones etc. have a build timer like the assembler. You pick a grid to sell. block grabs the comps and begins preparing the ship. it takes x time and after that the ship is available. It can hold only a few ships (PCU limit maybe) and servers can limit how many a player can have to prevent exploiting it.


I think it would be great to have a way in vanilla to sell ships even if limited.

photo
1

Yes. sell ships to other players or even faction memebers (so they need to earn them rather than taking for free).

photo
2

Ships available for purchase at NPC stations are great, but the experience can be enhanced with player-created vessels. By using the station contract block, you can create a sales contract for a grid you own.

Your grid (along with all connected subgrids at that time) will be automatically evaluated, showing you the price the station would offer. The station's price is typically low, often just a fraction of the material cost used to build the grid. While this might not be the most profitable way to earn credits, it’s still a good option for disposing of old grids and earning some credits instead of simply deleting them from the info tab.

You can also choose to sell your ship to other players. In this case, the base price will be calculated based on the full cost of the components, and you won’t be able to set it lower than that base price, though you can set it higher. These contracts should have an expiration time (like a month) to keep the listings at stations from becoming cluttered. You can create only one selling contract at a time, go to anther stations if you want to sell more ships. A small fee, depending on the price you set, will be charged each time you list a ship for sale. When another player purchases your ship, the grid will be teleported near the station, and the ownership of all blocks (including connected subgrids at the time of contract creation) will be transferred to the buyer, ensuring a fair trade. Additionally, you'll pay a fee for the sale, which may vary by station, but is mainly intended to prevent exploiting the contract system to teleport ships over long distances.

Of course, you can also use your own contract block to set up ship-selling contracts. In this case, you can create as many contracts as you like, at any price, without expiration or fees. However, the ship will not be teleported to the buyer immediately after purchase, to prevent teleportation exploits. Instead, the buyer will receive the coordinates of the grid, or you might include the coordinates in the contract so potential buyers can inspect the ship before buying. It’s usually convenient to park the ship nearby for easy access.


There are now different types of stations: miners, traders, and shipbuilders. The new player ship-selling mechanics could be made available at all stations, or perhaps selling directly to the station could be limited to mining and trading stations, while setting up selling contracts for other players could be exclusive to stations that specialize in selling ships (shipbuilders).

photo
2

The bast part of it is to be able to sell it with all subgrids telpeorting the satff to the buyer.


What about images? Maybe make a blueprint, post it to the workshop and provide a link in the description so people con go and check it on the steam with all the screenshot/videos/description. Also a great way to promote your workshop creations directly in the game.


I immagine myself creating a big shipyard so I can efficiently make any type of ships to put on sale. I could also just buy components from the trading stations instead of mining/processing them on my ow. It really opens up a lot of gameplay on the servers.


New players could finally buy some good ships on stations starting from early miners up to really awsome big ships, or they can request you to build their own blueprints. This is very handy for creative players who wants their ship on the server but avoid all the burden of making them.

photo
Leave a Comment
 
Attach a file