YouAgain 2 Report post Posted April 1, 2017 i hope blueprints have expiry dates dates on them as a means of a type of rent control for example say you have a heavily secure area with loads of storage plots and you rent them out to other players as a safe storage area and once the blueprint expiry runs out a player has to buy another blueprint for that same plot to keep using it. lol we could have storage wars on dual universe. Share this post Link to post Share on other sites
ParagonExploiter 16 Report post Posted April 9, 2017 Perhaps, but I do know that blueprints can be stolen. If that occurs then you may be forced to have a real estate sort of business going on. Share this post Link to post Share on other sites
ParagonExploiter 16 Report post Posted April 9, 2017 i hope blueprints have expiry dates dates on them as a means of a type of rent control for example say you have a heavily secure area with loads of storage plots and you rent them out to other players as a safe storage area and once the blueprint expiry runs out a player has to buy another blueprint for that same plot to keep using it. lol we could have storage wars on dual universe.Also if blueprints have expiry dates in the way you suggest, it could get ugly with ships and battle stations needing to be constantly renewed so to say. Share this post Link to post Share on other sites
ParagonExploiter 16 Report post Posted April 9, 2017 You should get an answer in FAQ Share this post Link to post Share on other sites
ParagonExploiter 16 Report post Posted April 9, 2017 i hope blueprints have expiry dates dates on them as a means of a type of rent control for example say you have a heavily secure area with loads of storage plots and you rent them out to other players as a safe storage area and once the blueprint expiry runs out a player has to buy another blueprint for that same plot to keep using it. lol we could have storage wars on dual universe.Also if blueprints have expiry dates in the way you suggest, it could get ugly with ships and battle stations needing to be constantly renewed so to say. Share this post Link to post Share on other sites
Kuritho 495 Report post Posted April 9, 2017 Perhaps, but I do know that blueprints can be stolen. If that occurs then you may be forced to have a real estate sort of business going on. Also if blueprints have expiry dates in the way you suggest, it could get ugly with ships and battle stations needing to be constantly renewed so to say. You should get an answer in FAQ Also if blueprints have expiry dates in the way you suggest, it could get ugly with ships and battle stations needing to be constantly renewed so to say. You can edit posts. You do know that, right? 2 Kurock and Zamarus reacted to this Share this post Link to post Share on other sites
Kurock 703 Report post Posted April 10, 2017 There appears to some misconception here, blueprints are completely separate from already built constructs (which includes buildings and ships). As such permissions on blueprints itself have little to do with the permissions on the construct. Blueprints are a way of recreating a construct easily by feeding it into a some kind of factory element. So a blueprint copy could be hired out to a ship creator so that they can mass produce a ship, for example. But that new construct is owned by the factory, not the original blueprint owner. What OP is using in their example is RDMS to hire out a construct. It has been indicated that this can be done. Specifically allowing use of a construct for a set amount of time in exchange for some Quanta. So the question becomes "Should RDMS allow for giving permissions only for a specified timeframe?" Like the ship builder only gets to print out ships until next week using that blueprint, or the rent ownership expires after 2 months. I believe the answer is yes. 2 Zamarus and Lethys reacted to this Share this post Link to post Share on other sites
Jack_Blade 59 Report post Posted April 10, 2017 There appears to some misconception here, blueprints are completely separate from already built constructs (which includes buildings and ships). As such permissions on blueprints itself have little to do with the permissions on the construct. Blueprints are a way of recreating a construct easily by feeding it into a some kind of factory element. So a blueprint copy could be hired out to a ship creator so that they can mass produce a ship, for example. But that new construct is owned by the factory, not the original blueprint owner. What OP is using in their example is RDMS to hire out a construct. It has been indicated that this can be done. Specifically allowing use of a construct for a set amount of time in exchange for some Quanta. So the question becomes "Should RDMS allow for giving permissions only for a specified timeframe?" Like the ship builder only gets to print out ships until next week using that blueprint, or the rent ownership expires after 2 months. I believe the answer is yes. I remember reading somwehre, or hearing in an interview that the normal blueprints will be rent controlled by a set number of uses, whereas the master blueprint will have limitless uses, I might be wrong though so dont take this as gospel. Share this post Link to post Share on other sites
wizardoftrash 311 Report post Posted April 10, 2017 I remember reading somwehre, or hearing in an interview that the normal blueprints will be rent controlled by a set number of uses, whereas the master blueprint will have limitless uses, I might be wrong though so dont take this as gospel. This is correct. The master blueprint has limitless uses, and by default is not a physical object (can't be dropped, destroyed, or stolen). However the object you are thinking of there is a blueprint Copy. Copies will be physical objects that can be sold and by default will have a limited number of uses. No concrete info yet if they can be dropped, destroyed, or stolen yet. Share this post Link to post Share on other sites
AccuNut 57 Report post Posted April 14, 2017 However the object you are thinking of there is a blueprint Copy. Copies will be physical objects that can be sold and by default will have a limited number of uses. No concrete info yet if they can be dropped, destroyed, or stolen yet. So, repairing an already-built construct won't count against blueprint uses, right? That info is stored in the core unit, so as long as the core is undamaged, you should be able to repair the rest of the construct without using one of your "rented" blueprints? Share this post Link to post Share on other sites