{"action":"created","issue":{"url":"https://api.github.com/repos/endless-sky/endless-sky/issues/852","repository_url":"https://api.github.com/repos/endless-sky/endless-sky","labels_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/852/labels{/name}","comments_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/852/comments","events_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/852/events","html_url":"https://github.com/endless-sky/endless-sky/pull/852","id":140447407,"number":852,"title":"Used Ships and Outfits + Shop GUI Upgrades","user":{"login":"jmhorjus","id":1497842,"avatar_url":"https://avatars.githubusercontent.com/u/1497842?v=3","gravatar_id":"","url":"https://api.github.com/users/jmhorjus","html_url":"https://github.com/jmhorjus","followers_url":"https://api.github.com/users/jmhorjus/followers","following_url":"https://api.github.com/users/jmhorjus/following{/other_user}","gists_url":"https://api.github.com/users/jmhorjus/gists{/gist_id}","starred_url":"https://api.github.com/users/jmhorjus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jmhorjus/subscriptions","organizations_url":"https://api.github.com/users/jmhorjus/orgs","repos_url":"https://api.github.com/users/jmhorjus/repos","events_url":"https://api.github.com/users/jmhorjus/events{/privacy}","received_events_url":"https://api.github.com/users/jmhorjus/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":70,"created_at":"2016-03-13T04:41:53Z","updated_at":"2016-06-11T18:58:51Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/endless-sky/endless-sky/pulls/852","html_url":"https://github.com/endless-sky/endless-sky/pull/852","diff_url":"https://github.com/endless-sky/endless-sky/pull/852.diff","patch_url":"https://github.com/endless-sky/endless-sky/pull/852.patch"},"body":"**Disclaimer**\r\nI know this is a fair bit of code, and I don’t entertain any illusions that it is likely to get merged quickly! However I wanted to put it out there so that people would be aware of it and avoid anyone else killing themselves trying to solve all the same problems I’ve been dealing with on this branch to get it working. And it does actually work! This is the branch I play on, not some half-finished or half-baked project.\r\nI personally feel having used ships and outfits significantly adds to the realism and immersion of the game as well as to challenge and economic balance. \r\nThe outfitter has also gotten a major GUI upgrade along with the shipyard, which should really improve life for people like me with screens bigger than 1024x768 who like to fly around with a few dozen or more ships. Up to two extra side panels will save you from a lot of scrolling.  The color of a ship's outline indicates if it is parked, failing flight check, or missing a hyperdrive and you can park / unpark ships from the outfitter or shipyard just by pressing \"p\". There are two new configurable options related to the shop GUI under preferences - so if you likes the old layout you can still use it.\r\n\r\n**USED PARTS**\r\n\r\n1. \tAll outfits and ships now accumulate wear, and their re-sale value slowly decreases as they are used. As soon as an outfit or ship has any wear, it is no longer new and sells for 90% of it's new price. After than, the value decreases at a rate of 0.20% per day it is used to a minimum of 40% of the original price. Any time a ship is disabled that also adds wear (about as much as 2 weeks normal use).  Wear has no effect on performance, only on resale price.\r\n2. \tWhen you land at a planet, you may find a few used outfits are available for sale at the outfitters. These are limited in quantity and tend to be 10-40% off list price. If you sell any outfit, it becomes available for re-purchase as a used outfit at the same price you just sold it for. The price of an outfit never changes while you are landed.  \r\n3. \tYou will always buy the cheapest outfit available first, and sell the newest/most valuable first. \r\n4. \tThere might also be a whole used ship or two available at the shipyard. If you buy a used ship, every outfit on the ship will be the same wear, and cost the same % less than normal.  \r\n5. \tOutfits in cargo and ships which are parked will not depreciate since they are not in use.\r\n6. \tWhen you capture a ship it is always very-used: between 40-55% the value of a new ship.  This means that death-benefits associated with the capture will also be only 40-55% as great as before, since they are based on the ship's actual value.  This means: a.) Capturing small ships and/or stealing nuclear reactors is less lucrative than before (still super lucrative though). b.) Capturing big ships is no longer “basically the same” as buying them at full-price in death benefits.  It’s actually reliably 40+% cheaper to capture a capital ship than to buy one new, instead of only ~5% cheaper if you lose ~30 crew.  \r\n7. \tOutfits can be given the “ageless” attribute to exempt them from wear and cause them to always be bought/sold for full price.  By default, I’ve only made Quarg outfits and jump-drives ageless, since Quarg are very long lived and other races could not distinguish a “new” Skylance from a “used” one. Drak outfits should also be ageless once they actually appear in the game.\r\n8. \tThe list of used outfits available, including those you have sold since landing, which may not normally be available at that planet, are now saved. Re-loading your game no longer clears this list. \r\n9. \tIf you cannot install a part onto the currently selected ship in the outfitter, but have enough space for it in your cargo hold, you will be prompted as to whether you would like to buy the outfit anyway and place it in cargo. \r\n10. \tThere is a \"junkyard\" at the bottom of the shipyard where you can sometimes find heavily worn and highly discounted ship hulls. Keep in mind that they are just hulls though! You'll have to outfit them with some engines and power at least before you can take off with them. If you buy an empty hull it will be automatically parked for you until you can give it some attention in the outfitter. And, of course, any ship you sell will have its hull appear in the junkyard there until you take off - just in case you change your mind about it.    \r\n\r\n**Shipyard and Outfitter GUI Upgrades**\r\n\r\n1. Ship/outfit details in a separate vertical pannel.\r\n2. Player ship details in a separate pannel from their fleet if they have >12 ships. \r\n3. Optimized for side-by-side comparisons in the shipyard.\r\n4. Fleet pannel can go over 4 columns if you have a wide screen.\r\n5. Color-coded ship outlines let you know which of your ships is failing flight-check or missing a hyperdrive or currently parked. \r\n6. You can park and unpark ships in the shipyard/outfitter by pressing \"p\".  No more need to use the player-info screen for that.\r\n6. Ships that are parked anyway no longer need to pass flight-check before you can leave the outfitter.\r\n7. Selecting ships in your fleet with shift-click and ctrl-click works like you would expect and no longer has bugs.\r\n8. If you are selecting multiple ships in your fleet, there is still a selection reticle to let you know which one's details are currently being displayed. \r\n9. If you want the old GUI layout back just go to preferences, you can get it back the way it was.\r\n10. Other small tweaks.\r\n\r\n\r\n**Also currently in this branch are two invisible/under the hood tweaks:**\r\n\r\n1. Percentile pricing for commodities: The “commodities” file can now be used to modify global price norms.  Any planet can define its commodity prices in the format “trade [name] percentile [value]” where [value] is a number usually between 0 and 100 representing the price of that commodity relative to galactic norms.  “0.0” is whatever price is set as the “low” price in the “trade” section of commodities.txt, and “100.0” is whatever price is specified as the high price. The map has been modified to use the percentile pricing format without actually changing any prices. This is 100% backward compatible with map files that do not use this format - they will continue to have the same fixed prices and will be unaffected by changes to the global “trade” settings. The actual commodity prices have also not been altered – the base game is unaltered in its behavior by these changes, but they make re-balancing commodity prices much easier and even allow events/plugins to change global price norms across the galaxy. \r\n1. You can, if you wish, give outfits or ships the attributes “automated capture attack” or “automated capture defense”.  These combat values are added without the outfit needing to be “wielded” by a crew member.  This functionality is not currently used by any items in the base game, but is available to modders (a few of them requested it).  \r\n\r\nThanks! All comments welcome, but especially comments from people who have built and tried these changes! "},"comment":{"url":"https://api.github.com/repos/endless-sky/endless-sky/issues/comments/225386429","html_url":"https://github.com/endless-sky/endless-sky/pull/852#issuecomment-225386429","issue_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/852","id":225386429,"user":{"login":"endless-sky","id":11450262,"avatar_url":"https://avatars.githubusercontent.com/u/11450262?v=3","gravatar_id":"","url":"https://api.github.com/users/endless-sky","html_url":"https://github.com/endless-sky","followers_url":"https://api.github.com/users/endless-sky/followers","following_url":"https://api.github.com/users/endless-sky/following{/other_user}","gists_url":"https://api.github.com/users/endless-sky/gists{/gist_id}","starred_url":"https://api.github.com/users/endless-sky/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/endless-sky/subscriptions","organizations_url":"https://api.github.com/users/endless-sky/orgs","repos_url":"https://api.github.com/users/endless-sky/repos","events_url":"https://api.github.com/users/endless-sky/events{/privacy}","received_events_url":"https://api.github.com/users/endless-sky/received_events","type":"User","site_admin":false},"created_at":"2016-06-11T18:58:51Z","updated_at":"2016-06-11T18:58:51Z","body":"@jmhorjus, the trouble is that this PR contains so many changes - some of which might be good, and some of which might not be, and all of which would require testing - that it's hard to even consider merging it in, especially when I'm trying to focus on a \"stable\" release.\r\n\r\nThis is a major change to the game mechanics, and for something that makes things this much more complicated I need to be sure that the number of experienced players who appreciate the change will offset the number of new players who are confused and turned off by it."}}
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