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Alpha

Found 4 results

  1. it would be cool if players were able to make their own shops,like u open the shop menu, and then u select the player's shop,(it will have an icon that the player will have added)and there,the player who created the shop, iwll be able to make his OWN GUI(ofcourse not with lua programming)and there u will be able to buy and sell products att hte price the player has set.Also, shop owners will be able to start an auction for an item .This is it.DONE
  2. This thread is to discuss the methods of transporting things to and from a market by someone who is not the owner of said object. We know that certain objects and small-ish constructs can be kept in storage units, but constructs of a certain size will not fit, and therefore must be shipped differently. The questions I have regard how I as a transporter/market owner have to operate. 1. Will there be some kind of "permission code" that will allow me to remove items from a storage unit, but not use them? 2. If so, do I have to place the item in my inventory, and then transfer it to my cargo ship's storage unit? Or will there be a way to move it directly from the static storage unit to the ship, and vice-versa? 3. If there is a way to do that, does the ship have to be in close proximity to the storage unit? If it does, then I think this will create endless headache for markets, since they would have to build all of their storage units next to the ship landing pads. Plus, if more than one item from a particular container needs to be transported, and two different people have to access the unit, it could bottleneck since only one could be on that landing pad at one time. Or if someone bought items from two seperate units, they would have to run around to different landing pads. What would work out best would be some kind of physical "pipeline" that ships can connect to. When an item is transferred to a ship, it is sent down the pipeline to the intended vessel, and into it's on-board storage unit. The ship could be parked quite a distance from the market storage unit and still have access to the storage. 4. What about ships? How will a ship be delivered unless the transporter is given essentially owner-level control in order to fly it to the purchaser? What I would like to see for this one is some kind of "lifter drones" made up of boosters and a power source that attach to various locations on the ship to be transported, then you attach the pilot craft on top. The drones all sync with the pilot craft, and actually transport the ship without ever having access to the ship's systems. Once the ship is safely delivered, the drones attach to the pilot craft, kind of a "modular" spaceship in a way. Yes, this could be used to steal ships too, but maybe there will have to be some kind of "docking permissions code" that is enforced by the ship shields. That way only authorized vessels could dock with the ship. (hypothetically) So, what do you think? How should/will NQ deal with these obstacles for transporting goods? If this has been covered already, please just point me in the right direction, but I couldn't seem to find anything about this specifically.
  3. My brother AccuNut and I will be running a market once the game is released and have been thinking about how market owners will make their money. We have come up with a few ideas on how this should work, as their has been nothing mentioned as of yet on this subject. Here they are: Market owner (MO) takes a percentage of the sales. (ex. Item sells for $10. MO takes 1%. Seller gets $9.90.) -- thanks ATMLVE MO is paid per each listing by the seller. (ex. $10 to post one item for sale, $10 to post 1,200 items.) MO is paid per each item listed by the seller. (ex. $10 to sell one item, $20 to sell two, $30 for three, etc.) MO is paid based on cubic units of storage space taken by the items sold. (ex. at $10 per cubic unit, a listing occupying five cubic units of market storage would cost the seller $50 to post for sale.) MO establishes listing "types" (raw resources, ship parts, blueprints, etc.). seller is charged using any of the above methods based on item "type". (ex. raw resource listings charged using method #1 cost 1% of sale, while blueprint listings cost 5%.) --This option allows the most freedom to the Market Owner as they could use different charge methods for each listing "type". (ex. MO uses method #2 for raw resource listings and method #1 for blueprints.) What are your thoughts on these methods? We'd love to hear your own ideas on how markets should make a profit as well. Let us know what you think! -Don't forget to "like" the post! ​ ​Thanks for reading, ​Starkontrast
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