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Buy and Sell blocks

Deon Beauchamp shared this feedback 40 days ago
Not Enough Votes

Idea.


Blocks could be bought and sold in various build states at trading stations.

This would require supporting game mechanics for the logics of temporary storage, the removal and addition of blocks to/from grids as a whole intact block, and the movement and positioning of whole blocks.

Why ?

Why not?

If you can buy and sell components, or ore and you can buy and sell vessels, why not blocks too.

Replies (3)

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Using movable whole blocks as part of gameplay has already been play tested successfully with mods in SE1.

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This would be really useful to buy and sell blocks if you do not possess the knowledge to build a block or repair it to a functional state.

It could be that 3 to 5 broken blocks of a functional type could be traded for a working block of the same type.

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If you have a blueprint, you can build anything right now. For example, I've restarted my survival progression game a few different times now, but I like to have a space base with 7.5m storage. Since you can't build that for a while, I just took a BP of one from another game and since you can place BPs directly on a grid... :)

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In SE1 you can turn progression off, I suspect something similar from SE2. Keeping progression would be a choice, buying whole blocks would be too. There should be ways to customise your gameplay style. If you can buy ore, components and ships, why not sell blocks as well.


If you can buy and sell blocks in SE2 then there should also be a method for adding and detaching whole blocks, and a method for moving them. A block manipulation tool has been mentioned by KSH in the past, this is my way of a reminder that this could still be a feature of the game.

Block manipulation, block detaching and welding is available in a mod for SE1, it is a popular mod, it would cheer players up no end to see this as vanilla in SE2.

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Idleness: that is true, though I'm not sure its a future feature or the dev will eventually make it impossible to do. Even now you can change the ownership of a grid with creating a blueprint from it, grinding the grid down and rebuilding again. Maybe this will be also taken as cheat and removed.

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There could be two logical solutions to this problem:

1) The projector directly refuses to load a spaceship blueprint/projection that contains “unknown” blocks (including blocks from unloaded mods)

2) The projector loads the spaceship blueprint/projection but does not display the unknown blocks, or highlights them in color

The third option allows for cheating:

3) The projector loads the spaceship’s blueprint/projection, but the welders skip the unknown blocks

The first option—refusing to load the blueprint—seems best to me.


Translated with DeepL.com (free version)

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Creating blueprints should work in a similar way. A player can only create a blueprint for an object they own or for which they have permission to create a blueprint (for which they have full access rights, such as as a faction member).


Again, there are two possibilities:

1) if the object contains blocks unknown to the player, the system will reject the creation and saving of the blueprint

2) if the object contains blocks unknown to the player, those unknown blocks are skipped in the blueprint


In my opinion, omitting unknown blocks in blueprints is the best solution.

It allows players to use and incorporate third-party and unknown blocks into their structures, but prevents them from being replicated or automatically repaired.

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On this topic:

I can imagine a mechanism for how the sale and purchase of blocks could work.

Imagine a chamber with a large door. It’s a specialized construction block, measuring 2x2x2m for objects 1x1x1m or smaller, or 7.5x7.5x7.5m for objects 5x5x5m or smaller.

The player places an object inside the chamber, and the doors close.

The block’s control panel offers the following options:

- Sell the block—the player receives money corresponding to the block’s quality (including non-functional blocks)

- Dismantle the block—the player pays a fee (for a quality dismantling) and receives the exact number of components needed to build the block (only for blocks in working condition)

- analyze the block—the player pays a fee and receives building instructions (only for blocks in working condition)

- repair the block—the player pays a fee and receives a repaired/functional block

Prices for components unknown to the player are multiplied...


The chamber also allows for the purchase of blocks:

- Craft a block from components—the player provides the components and pays for assembly (there should be a record showing that the player knows the block exists—for example, they have disassembled it at least once)

- Craft a block for money—the player pays for the components and assembly—only for blocks known to the player


A similar feature (block) could also exist for building components. Again, the control panel would offer several options:

- Sell a component—the player receives money

- Disassemble a component—the player pays money and receives raw materials

- Analyze a component (at least five pieces)—the player pays money and receives a crafting recipe

- Analyze the raw material (at least ten units) — the player pays the money and receives the production recipe (however, they do not need to know the source of the raw material or the necessary production equipment—that is a separate problem they must solve)

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And yes, a player can obtain a blueprint for crafting such blocks.

How? That depends on the game mechanics and the player’s ingenuity.

Players always pay for services. However, this is merely an exchange of money from pocket to pocket, since the price of the service represents the block owner’s profit.

Repairing a block may not be possible, however, if the owner of the repair/analysis block does not have the necessary components in stock.

A player cannot sell a block “to themselves.” Instead, the block is broken down into its individual components. The options for selling a block and dismantling it should therefore be equivalent for the block’s owner.

Even in the case of a standard block sale via the repair/analysis block, the block being sold should be disassembled into individual components, and the components stored in a warehouse.


Another problem arises when another player sells the block—logically, the money should be paid out from the account of the player who owns the block. This situation should be addressed in some way to prevent the block owner from losing all their money. Perhaps through a separate account for the repair/analysis block...

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