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Buy and Sell blocks
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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.
I like this feedback
Using movable whole blocks as part of gameplay has already been play tested successfully with mods in SE1.
Using movable whole blocks as part of gameplay has already been play tested successfully with mods in SE1.
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.
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.
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)
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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