Basic idea:
Allow players to build ships for other players, with a system middle-man who assure both sides safe profit.
How to:
Player A (customer) want's his ship built for him, but don't want to pay hefty price for automatic printing. So he provide station with blueprint, money for parts and 25-75% of automatic printing price.
The ship enters "available for assembly" list.
Player B (worker) want's to earn his first money. He browse through the AfA list and pick which ship he wants to assembly.
He choose it based on how easy to assembly it looks, how cool/advanced it is, who ordered it, who designed it and how much it's paid (25-75% of printing price)
Then he enters assembly hall, where he has blueprint to fill, all the necessary tools and parts.
He get paid based on % of work he's done, but exponentially, rather than linearly. So making 50% pays only 25% credits. That's to discourage skipping parts.
It should be paid way more (2x?) than mining hall, as it's much more complex.
Worker can quit job at any time. If the ship isn't finished, it gets back on the AfA list.
Worker name is added to the transponder history, if he built big enough part of it.
Customer can at any time order station to print missing parts.
Profit:
Customer saves money and possibly time (if automatic printing is slow).
Possibly create social relations with worker.
Worker gets money, learns ship design tricks and good practices, learns manual assembling.
He also get his name around, written into transponder.
Ship designer gets more people to see his ship, possibly increasing blueprint sells.
Ship manufacturing companies can easier find skilled workers.
Why it's better than just letting player companies handle that:
A lot of players, mostly newbies, avoid direct social interactions. Here they interact indirectly, through safe in-built system.
Protects customer by making sure the blueprint got assembled without any flaws.
Allows worker to make mistakes without being punished too much.
It creates buffer option, until fully player-driven economy really kicks in.
Why player assembly companies will be still viable:
Ship assembly halls are available only on dev stations.
They are limited to use station parts, which are more expensive than producing own parts.
They don't allow partial automation.
Cost is increased by station tax.
Blueprint becomes freely available for inspection. Not possible to copy it or look at yolol chips, but construction details are exposed to the worker.
What do ye think?
Allow players to build ships for other players, with a system middle-man who assure both sides safe profit.
How to:
Player A (customer) want's his ship built for him, but don't want to pay hefty price for automatic printing. So he provide station with blueprint, money for parts and 25-75% of automatic printing price.
The ship enters "available for assembly" list.
Player B (worker) want's to earn his first money. He browse through the AfA list and pick which ship he wants to assembly.
He choose it based on how easy to assembly it looks, how cool/advanced it is, who ordered it, who designed it and how much it's paid (25-75% of printing price)
Then he enters assembly hall, where he has blueprint to fill, all the necessary tools and parts.
He get paid based on % of work he's done, but exponentially, rather than linearly. So making 50% pays only 25% credits. That's to discourage skipping parts.
It should be paid way more (2x?) than mining hall, as it's much more complex.
Worker can quit job at any time. If the ship isn't finished, it gets back on the AfA list.
Worker name is added to the transponder history, if he built big enough part of it.
Customer can at any time order station to print missing parts.
Profit:
Customer saves money and possibly time (if automatic printing is slow).
Possibly create social relations with worker.
Worker gets money, learns ship design tricks and good practices, learns manual assembling.
He also get his name around, written into transponder.
Ship designer gets more people to see his ship, possibly increasing blueprint sells.
Ship manufacturing companies can easier find skilled workers.
Why it's better than just letting player companies handle that:
A lot of players, mostly newbies, avoid direct social interactions. Here they interact indirectly, through safe in-built system.
Protects customer by making sure the blueprint got assembled without any flaws.
Allows worker to make mistakes without being punished too much.
It creates buffer option, until fully player-driven economy really kicks in.
Why player assembly companies will be still viable:
Ship assembly halls are available only on dev stations.
They are limited to use station parts, which are more expensive than producing own parts.
They don't allow partial automation.
Cost is increased by station tax.
Blueprint becomes freely available for inspection. Not possible to copy it or look at yolol chips, but construction details are exposed to the worker.
What do ye think?