- Joined
- Feb 15, 2016
- Messages
- 239
- Reaction score
- 58
Request:
Add mechanic to prevent wholesale copying of entities, settable when spawning.
Currently:
PlayerA sells a ship to PlayerB. At any time PlayerB could create blueprint of the ship purchased from PlayerA, and duplicate, and sell to PlayerC, PlayerD, etc... This undercuts PlayerA's time & energy, providing PlayerA with a reduced incentive to invest into designing/building/selling/repairing ships.
Result of proposed:
PlayerA sells entity to PlayerB (either directly or through distributors). PlayerA must manufacturer and distribute additional entities of the same design.
Suggested Method:
Add "AllowCopy" boolean flag to ship core (or ship entity), and perhaps also station entity. Entity flag can be set either by admin (anytime) or by player (only when spawning).
if AllowCopy=false
Deny saving blueprint.
Deny shipyard "Create blueprint from design"
Deny shipyard "Deconstruct to design"
Rationale:
Some of us are farmers, miners, explorers or fighters, others prefer to design and build.
To support a player-run economy, help players preserve/enforce rights over their in-game designs, and therefore further incentivize builders/traders to invest time and energy into their preferred in-game activities of selling/building/repairing such designs.
Successful economies do not allow for duplication of someone else's work to sell as your own, without first getting the original designer's permission. Right now, there is no effective in-game mechanic to limit easy duplication of another's design.
Defects/Workarounds:
This suggestion is not intended to prevent anyone from repairing their purchased entity, copying an entity block-by-block, or utilizing templates tocopy/paste large chunks at a time. What this mechanic would accomplish though, is discouraging what is currently VERY easy/quick design duplication.
Complementary Ideas & Suggestions:
UPDATE #1: Created Complementary Ideas & Suggestions section.
UPDATE #2: Revised template idea from allow copy/paste of protected entities, to only allow paste on protected entities. As that seems a more generally-supported idea in this thread: don't hinder changes to a purchased entity, but also don't make it easy to copy it in bulk.
UPDATE #3: Clarified my understanding/summary of the lively Blueprint Licensing discussions.
UPDATE #4: Added to Complementary Ideas & Suggestions section: Storage & Utilization of "Repair Designs" onboard each ship.
Add mechanic to prevent wholesale copying of entities, settable when spawning.
Currently:
PlayerA sells a ship to PlayerB. At any time PlayerB could create blueprint of the ship purchased from PlayerA, and duplicate, and sell to PlayerC, PlayerD, etc... This undercuts PlayerA's time & energy, providing PlayerA with a reduced incentive to invest into designing/building/selling/repairing ships.
Result of proposed:
PlayerA sells entity to PlayerB (either directly or through distributors). PlayerA must manufacturer and distribute additional entities of the same design.
Suggested Method:
Add "AllowCopy" boolean flag to ship core (or ship entity), and perhaps also station entity. Entity flag can be set either by admin (anytime) or by player (only when spawning).
if AllowCopy=false
Deny saving blueprint.
Deny shipyard "Create blueprint from design"
Deny shipyard "Deconstruct to design"
Rationale:
Some of us are farmers, miners, explorers or fighters, others prefer to design and build.
To support a player-run economy, help players preserve/enforce rights over their in-game designs, and therefore further incentivize builders/traders to invest time and energy into their preferred in-game activities of selling/building/repairing such designs.
Successful economies do not allow for duplication of someone else's work to sell as your own, without first getting the original designer's permission. Right now, there is no effective in-game mechanic to limit easy duplication of another's design.
Defects/Workarounds:
This suggestion is not intended to prevent anyone from repairing their purchased entity, copying an entity block-by-block, or utilizing templates to
Complementary Ideas & Suggestions:
- Blueprint licensing: a long-running discussion in this thread covers the topic of blueprint licensing, or repair permits. A concept largely intended to applied upon in-game blueprint usage, providing various "tiers" of access to blueprints and additional possibilities for players to repair, trade, and distribute protected entities. There's also a few ideas floating around regarding more granular control over how designs are used anywhere (e.g. not just on one server). The licensing idea has a lot of merit, and could certainly add a lot to the game, but IMHO its also much more complicated to implement (and use). For that reason (licensing complexity) I will not be integrating the licensing topic into this OP, as I would like to see something basic (e.g. a simple "AllowCopy" flag) implemented sooner than later, and then later expanded upon with more granular features (that may or may not expand the concept of entity duplication into blueprints themselves). I will happily link to a relevant licensing thread once that emerges.
- Storage & Utilization of "Repair Designs" onboard each ship: As this idea/conversation evolves, a number of participants have helped shape a more intricate, but NOT necessarily more complicated approach, to the original idea proposed.
UPDATE #1: Created Complementary Ideas & Suggestions section.
UPDATE #2: Revised template idea from allow copy/paste of protected entities, to only allow paste on protected entities. As that seems a more generally-supported idea in this thread: don't hinder changes to a purchased entity, but also don't make it easy to copy it in bulk.
UPDATE #3: Clarified my understanding/summary of the lively Blueprint Licensing discussions.
UPDATE #4: Added to Complementary Ideas & Suggestions section: Storage & Utilization of "Repair Designs" onboard each ship.
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