Calhoun
Part-time God
Same thing that happens if you make a station shop close to a shop, I imagine.What if you was in range of a station shop AND a ship shop? None of this makes any sense.
Same thing that happens if you make a station shop close to a shop, I imagine.What if you was in range of a station shop AND a ship shop? None of this makes any sense.
Exactly! No, bad idea all day long.Same thing that happens if you make a station shop close to a shop, I imagine.
^ That right there is the argument against ship-shops.I think it was simply limited to stations to give stations more value. I agree with the suggestion.
I think of this as like the rules and referee in sports. We all complain when they stop us doing something we want (or something the team we follow wants) to do, but if you took away those rules and referees the sport wouldn't actually be any fun anymore.^ That right there is the argument against ship-shops.
The Dev-Team don't like the concept of a mobile shop, because it makes their "precious" stations less relevant. Not, for example, from a coding perspective.
The Dev-Team has a history of not-liking many things that parts of the playerbase clamour for.
One of the biggest is factories on ships. The Devs hate the very concept, and are rather vocal about it. (again, it makes their "precious" stations less relevant) (yes, some of the Dev-Team are actually just "meh" about it, but the lead developer keeps poo-pooing it every time it comes up.
They hate the concept of shipyards on ships. But, at the same time, they want some form of "constructor ship"(smells like a shipyard on a ship) to go and build stations with, since they're trying to do away with the blueprint items.
Again, relevancy is the real argument against it.
Yes! 100%!You missed one 'argument' against: there isn't any really any need for this to happen, stations with shop blocks have pretty much got it all covered already.
It dont make them useless it just makes it more of a fair thing for established shops on stations then merchants selling wares while a merchant will be able to have more easy to make blocks So that an easy income for nomads being a thing is possibleany particular reasoning for making them useless?
that is a matter of opinion basic wares are far from useless i use more basic hull then i do standard or advanced armor its easier on a budget if your new and who will be the first thing they will be shopping on first a shop shipany particular reasoning for making them useless?
That's two arguments then? Okay.I wouldn't like to see (non-homebase) stations become unimportant.
You missed one 'argument' against: there isn't any really any need for this to happen, stations with shop blocks have pretty much got it all covered already.
That's two arguments then? Okay.
Last one first:
You're right, my language is wrong. It's how I think of it, but not what I mean."there isn't any really any need for this to happen"
That's literally all a non-homebase station is good for, on a "normal" server, where they don't have rules forcing you to build and deploy specialty stations.
That issue's an interesting matter of opinion. I'm going to start a thread on it.Oh, and because Scanners can't be logic fired, are permanently vulnerable to assholes in a cloaker-poker.
I didn't know about this. Why do swarmers behave differently to other weapons?a Swarmer built as part of the station will not fire
It'll remove one reason to build stations, so it'll affect everyone.Can i completely ignore this feature even though others may use it?
Yes
Will the feature force me to do things differently?
No
That's better. This does basically come down to "we want a mobile shop, so we aren't forced to pay X amount of credits per shop, and have the option of the shop running away in the event of an attack."You're right, my language is wrong. It's how I think of it, but not what I mean.
I should have said "there's (almost) no benefits from it that aren't already covered by shops on stations".
This comes back to vulnerability.Jojomo said:Except for shops, spawning, factories, shipyards, and warp gates?
I'd not known that any other weapons would work. I did a test about a month ago, and none of the weapons worked.Jojomo said:I didn't know about this. Why do swarmers behave differently to other weapons?
Ah, I think perhaps we might be talking about different things - I think you're actually talking about weapons that are part of the station entity, as opposed to weapons docked to it?I'd not known that any other weapons would work. I did a test about a month ago, and none of the weapons worked.
If this has changed, ... then that's either one less argument for shop-ships, or a bug.
Anyway, the only weapons that would matter, for a station, given that it can't move to aim it's in-built weaponry, are Swarmer and Pulse.
One being an independently tracking "fire and forget" type, and the other being a "close-in deterrent/anti-boarding" type.
Can i completely ignore this feature even though others may use it?
Yes
Will the feature force me to do things differently?
No
Since when does anyone need a reason to build a station?It'll remove one reason to build stations, so it'll affect everyone.
so you can be like a merchant travelling from faction to faction making deals.Why?
Personally I think waste belching factory ships would be a lot more interesting, instead of some creepy traveling sales ship.
I can't tell if this is a serious post...?Since when does anyone need a reason to build a station?
Can i not deside for myself if and when i build a station?
Maybe i just want to add some Clouds. credits: Jontyfreack
From station to station? The stations can have shop blocks, no need for the ship to have them too...so you can be like a merchant travelling from faction to faction making deals.
stations can have shields, no need to let ships have themI can't tell if this is a serious post...?
No-one does anything without a reason, and with fewer reasons to build stations, people will decide for themselves to build stations less often.
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From station to station? The stations can have shop blocks, no need for the ship to have them too...
If you're going station to station trading, for each transaction between a ship and a station, only one of them needs a shop block. Because a station will probably already have a shop block, the ship won't need one.stations can have shields, no need to let ships have them
Well, in that case. Then if this were implemented, I'd like to see items drop upon ship destruction too...would be fun to farm traveling sales-ships for resources from invuln HBsso you can be like a merchant travelling from faction to faction making deals.
Actually that would already happen. The shops items would be stored in a cargo hold so would be able to be taken when blown upWell, in that case. Then if this were implemented, I'd like to see items drop upon ship destruction too...would be fun to farm traveling sales-ships for resources from invuln HBs
u sure m8? Who's got butt loads of money and is to lazy or building and wants some more plants?home delivery!