Hi, today is another time for a proposal from my game experience and wishful thinking:
What I want to propose is a feature that allows me to “take my beacon with me” - including all/as much as possible built stuff attached to it - when I move on to a better place or planet.
I see the following topics which should be part of this enhancement:
- when a beacon is placed, fueled and active, it should monitor all actions for it (adding/removing plots as well as changing ANY block within in the plotted volume). This should not be difficult, as the regen process always keeps a memory of all the plots on a planet in case the beacon+plots are removed.
- At any point in time - after some building - it should be possible to “collapse” all accumulated changes from all plots of this beacon into a special inventory of that beacon. When that process is completed, all blocks used for the building will be removed from the side and are gathered in the beacon inventory. AND there also is a “blueprint” stored which keeps the memory where each block was located (relative to the beacon location). This blueprint will later on - see below for point 3) - allow to recreate the building using the inventory blocks and/or removal of empty spaces done during the build process.
A “collapsed beacon” does not remove the plots allocated to it, that stays a separate step as well as the last step to grab the beacon itself (with its filledd inventory+blueprint). But when you take the beacon into your player inventory, you can take it to any different place you like and start using it just as if it is a new empty beacon.
If you build something completely different on a collapsed beacon, the blueprint may (?) be getting invalidated i.e. you can not use it to rebuild as the build process would conflict with the latest changes to the area around. There might be a possibility to use the blueprints as some “snapshot backup” during complex building, but I leave that for further consideration. Beyond that an invalidated beacon will have to move the kept blocks back into the players inventory also or at least allow a manual access to thos blocks for a new building.
There may be an option to just “blueprint” without moving the blocks into the beacon inventory…
The “collapsing” of the used beacon with stuff in its plots may provide a solution to regenerate long abandoned areas plus allow to give a returning player a chance to regain his resources - if the game and/or some admin put the collapsed beacon into a planet wide storage and hand it out - for some fee perhaps ?
- Putting a beacon with filled inventory and a associated blueprint at a new place will aloow a player to do a automatic rebuild using the blocks in the inventory, following the blueprint to get back the building. If needed this process will automatically add plots to the needed volume to complete the process. This may take some time and some fuel/fee but in the end the new place will look exactly as the previous one. You even could rebuild a building at the same place but “turn” it around by 90 / 180 / 270 degrees.
When rebuild is done, the inventory will be empty again, and the blueprint is obsolete also. I guess the blueprint may be deleted automatically but maybe someone thinks about trading blueprints and allow “copying” nice builds…
- There may be some additional rules and/or options for the whole feature. I have not all of them in my mind, but perhaps some ideas:
4.a) It may be possible to swap some blocks in the inventoty to different materials and then do the rebuild, thus achieven a change of glass —> cold blocks in a automatic process.
4.b) blueprint and/or needed blocks to instatiate the building could be allowed to be exchanged manually before starting the build process. If blueprints are tradeable, a bought blueprint together with the added blocks into the beacon inventory might be a funny option.
4.c) it may be too complicated to allow a blueprint process starting on an area which already contains build parts, thus allow a “merge” of blueprints. I personally would not need this but a group of city builders may be interested.
Collapsing and blueprinting may have to be limited as all that information about the buildings has to be kept in the game somewhere. So how about some tiers of the complete beacon capabilities:
- tier 1 — just the beacon and its plots as it is use now.
- tier 2 — the beacon allows basic blueprinting for a limited number (lets start with 300 blocks) and noting else. Contained complex blocks / engines etc will not be collapsed but moved into the players inventory instead - I done want to simply delete your valuable stuff!
- tier 3 — as tier 2 plus more complex blocks (doors, locks and perhaps simple machines/workbenches or shelves). Shelves and machines may need to keep the content of those also, making things to get really complex as the blueprint for tiers 1/2 only needs to memorize block placement.
- tier 4 — all content (all this funny engines, power stuff, your precious coils).
- tier 5 — unknown features of next releases to come by
In summary I believe that whole idea is non-trivial to implement - even if some features already exist - if done in one step but I am sure it can be done in several phases. I would like to have at least the basic part to allow me to progress from my base / starting planet to higher tier ones without the ongoing need to migrate stuff. I do know that portals are a way to stay with a base at one place while “working” on a totally different planet, but currently I am very hesitant about the cost to keep portals between far away planets besides because I sometimes find new places which “look much better” than the last place I settled down
OK, thats the idea for today, what do you all think about its use / feasibility