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Ship purchasing #6
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I could make some example ships to help. Is there a standard you want set for these modular rooms? Do you want modular rooms to be compatible cross-ships or a unique set of rooms to choose from on a per-ship basis? I figure that every ship should have the basics of cockpit and engineering (or rather, ship systems to simplify). I was thinking, small ship to have 1 modular room, medium ship would be 2-3 modular rooms, large ship 3-5 modular rooms? And what maximum bounds should be for the sizes of ships themselves? |
I've resolved this in #373. |
Initial requirements
A console should be implemented that, upon use, allows the user to use a store (an existing system, I'm not gonna make you write a whole UI for this) to purchase a vessel using their credits (see #5). The vessel should be automatically docked to the dock nearest to the purchasing console.
Future work
It should be additionally possible to purchase an "outfit" for the currently docked vessel, which looks for a marker at the top left corner of a room and places in a list of contents (likely just a
Dictionary<Vector2i, List<EntitySpawnEntry>>
) into the room via bluespace magic.Also a "build your own vessel" kit would just be neat, though put a decent price tag on it to avoid people simply always purchasing it.
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