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    1. Erth Paradine

      Read by Council Hinder design theft

      The topic of turrets (or other docked entities) was covered a few pages back. Basically: at the time of spawn, it inherits whatever was set for the root core. "...hey dude, that's a really awesome display. Will you teach me?"
    2. Erth Paradine

      Read by Council Hinder design theft

      On the turrets topic, nothing in this proposal would prevent you from still doing the same thing: remove turrets from a stolen ship, and re-dock them to another. In-fact, the latest evolution of this idea would accommodate you saving a "repair design" of your own ship, with someone else's...
    3. Erth Paradine

      Read by Council Hinder design theft

      At some point, a balance between online and offline play needs to be fairly accommodated. Especially if the end-results of more balanced accommodations leads to broader design strategy exposures, right? I suppose the question is: how often do you truly steal a ship, and then integrate some...
    4. Erth Paradine

      Read by Council Hinder design theft

      The OP, and ongoing theme of this thread, is NOT about protecting any design from being copied, it's about hindering (and/or simply halting) insta-copy as a standard part of gameplay...and there's a distinct difference there. By hindering insta-copy, we are simply giving ship designers/builders...
    5. Erth Paradine

      Read by Council Hinder design theft

      At present, the game engine does not store a beginning and current design, it is all about what's currently in space. As for original vs new blocks. How does the game engine differentiate between someone doing a large quantity block replacement. For instance, replacing all black advanced armor...
    6. Erth Paradine

      Read by Council Hinder design theft

      The proposal only denies blueprinting (e.g. insta-copy) if the original spawner made that choice. We're on page 16 of this discussion now, and I still haven't seen a good argument yet, in favor of permitting insta-copy. As for your proposed block destruction idea, we're still back to the...
    7. Erth Paradine

      Read by Council Hinder design theft

      An indestructible block on a destructible entity, how exactly would that work? For that matter, are you proposing that the game engine now compare two entity designs (e.g. original/saved vs current condition), in order to determine amount of destruction? That sounds like a massive computational...
    8. Erth Paradine

      Read by Council Hinder design theft

      Try doubling the size of your ship by adding a bunch of cheap blocks. Destroy the cheap blocks, done; you now have a pristine design to copy.
    9. Erth Paradine

      Sector Exports Spawn Similar to Stations

      I thought about it - but its a bash script: basic if/then routines, a few StarNet commands, a couple of variable range checks, and basic algebra. All of which is essentially programming 101: fundamentally basic java capabilities. Quite-frankly, the only way someone couldn't figure out the same...
    10. Erth Paradine

      Read by Council Hinder design theft

      My concern w/ permission blocks, is that we're revisiting what are essentially frequently broken faction block mechanics, hence the original suggestion for an attribute assigned at the time of entity spawn. That, and to truly be effective, a permissions block would need to be indestructible, or...
    11. Erth Paradine

      Sector Exports Spawn Similar to Stations

      I support this idea. As an admin, we've been spicing things up on our server, by automatically importing various pre-made pirate fleet arrangements, asteroid fields, etc. Players can activate these sectors by running a command, after which the server responds with the nearby (randomized)...
    12. Erth Paradine

      Read by Council Hinder design theft

      I'm trying to reframe your request in the context of IRL experiences. Best I can come up with, is an example where your friend is a auto-body mechanic, and you've given him the keys to your car and your garage, to make repairs as his schedule permits. When he's done, you'd expect both sets of...
    13. Erth Paradine

      Read by Council Hinder design theft

      I've split an earlier message in half, this is the 2nd-half of that message. I have mixed-feelings about the following, I don't see a lot of value in implementing blueprint-level restrictions, and there does not appear to be a great deal of support for such restrictions, but given that the...
    14. Erth Paradine

      Read by Council Hinder design theft

      How do existing game mechanics prevent that?
    15. Erth Paradine

      Read by Council Hinder design theft

      Give him a copy of your BP?
    16. Erth Paradine

      Read by Council Hinder design theft

      So lock down the shipyard, ensuring that only you + friend can access it? Use a combination lock on the doors?
    17. Erth Paradine

      Read by Council Hinder design theft

      Yea, that's just starting to get too stacked/complicated for my taste. Afterall, if you're going to trust a player (or multiple) to work on the design, could shipyards be leveraged instead: if member of faction & XX rank, you may edit designs in XX yard. Maybe through using a "this design shall...
    18. Erth Paradine

      Read by Council Hinder design theft

      That could be as simple as adding more options to the existing proposed modifierPermit attribute: 3: If mutual member of faction. Automatically store read/write copy of design as this entity was originally spawned, allow shipyards to overwrite/update this design if the player uses a shipyard...
    19. Erth Paradine

      Read by Council Hinder design theft

      Did you see the dividing part "...and that's where my gut says we should stop. I have mixed-feelings about the following, but let's keep brainstorming with the idea for a moment..." Personally, I see little value in copy-restricting blueprints themselves (e.g. blueprints posted on CC)...
    20. Erth Paradine

      Read by Council Hinder design theft

      Agreed, it is already difficult/frustrating enough to deal with designs that incorporate modules which are no longer supported.