-DDRS.Player HQ Commands- This comes with 3 commands; -Build Ship -Remodel ship -Add/Remove Product =Build Ship. Once the command is selected it asks you to select a ship owned by you. You can basically only give 2 different inputs; -select the ship you are flying, or -select any other player owned ship. +If you select the ship you are flying; -If a resource or product ship is stored and the station has an active 'build-task' it will stop the task. -If a resource or product ship is stored and the station has NO active 'build-task' it will return ownership of that ship to you. -If NO ship is stored the station will start the 'build-task' on the last used ship type (as a 'bonus-feature' each station has the Buster vanguards blueprints from the start, so if you haven't used/stored any other ship (type) it will start the 'build-task' for the Buster Vanguard) +If you select a player owned ship which you are not flying; -If a resource or product ship is stored the station will 'continue' the 'build-task' -If NO ship is stored and the selected ships type is stored as blueprint, than the station will again start producing that ship type. -If NO ship is stored and the selected ships type is NOT stored as blueprint, than the station will order the ship to dock at the station. (This ship will than be used (destroyed) to create a blueprint. All wares onboard that ship will be lost and no resources will be recovered from it. Once a blueprint has been stored the actual 'build-task' will start on its own.) -The 'build-task' I will split this up into 2 segments; -Dismantling -Producing +Dismantling; When you want to produce a ship type that is not stored at the station than you will have to feed the station a ship of that type. This ship will once docked at the station slowly be dismantled to 'dust', and in the process a blueprint will be stored. The dismantling process will take some time, the more expensive a ship the longer it will take. (formula; Dismantling Time (in sec) == Ship Price / 200 ) +Producing; When you want to produce a ship type that is already stored at the station, you will have to select a ship that is of the type you want to produce. (This means that if you want to restart production on a ship type will have to own at least one ship of that ship type.) The production process itself will take twice as long as the dismantling process, again the ships value is the thing that counts. (formula; Production Time (in sec) == Ship Price / 100 ) However ships will not come for free, you will have to give the station the required resources; -Energy Cells -Ore -Silicon Wafers -Computer Components -Microchips -Quantum Tubes and the station will calculate how much of these wares it will need based on the ships price. This means that when you want to produce more expensive ship types you will have to fill up the station several times. These wares once removed will be stored on the station and once enough have been gathered the 'build-task' will remove these 'stored resources', and will create a new ship with hardly any hull, this ship will than be build up to have a hull of a 100%. Once the ship is ready it will be given to you. Now you can clearly take control of the ship when it has just been created with a hull of about 1% and repair it at a SY, but you will pay twice for the ship than (as you will pay in resources before the ship gets created with 1% hull, and pay again for it when you repair it). +When a 'build-task' is active (when the command shows in a command slot on the station) If you use the 'Build Ship' command on any other command slot the command will quit, telling you; -it can only produce/dismantle 1 ship at a time -the value in credits of the 'stored resources' the station has -the blueprints and their costs that are stored at that station =Remodel Ship. Once the command is selected it asks you to select a ship. You can basically only give 3 different inputs; -select the ship you are flying, or -select any other player owned ship, or -select any other ship not owned by the player. +If you select the ship you are flying; -If a remodel, recycle or product ship is stored and the station has an active 'remodel-task' it will stop the task. -If a remodel, recycle or product ship is stored and the station has NO active 'remodel-task' it will return ownership of that ship to you. -If NO ship is stored and you are flying a 'Big Ship' the type of your ship will be stored as 'remodel-type'. -If NO ship is stored and you are NOT flying a 'Big Ship' the command will quit. +If you select a player owned ship which you are not flying; -If a remodel, recycle or product ship is stored the station will 'continue' the 'remodel-task' if the ship is a remodel ship and the selected ship is of the same class that ships type will be set as the 'remodel-type'. -If NO ship is stored and the selected ship is a 'Big Ship', than the ship will be ordered to dock and will be remodeled to a set 'remodel-type'. -If NO ship is stored and the selected ship is a 'Small Ship', than the ship will be ordered to dock and will be recycled to 'stored resources'. +If you select any other ship not owned by the player. -If the ship is a 'Big Ship' the ships type will be set as 'remodel-type'. -If the ship is NOT a 'Big Ship' the command will tell you it cant use that ship or its type. -The 'remodel-task' I will split this up into 3 segments; -Remodeling -Recycling -Producing +Remodeling; When you want to remodel a ship to an other type that is of the same class the ship is, you will have to give this ship to the station. This ship will once docked at the station slowly be dismantled to a hull of 50%. The dismantling process will take some time, the more expensive a ship the longer it will take. (formula; Dismantling Time (in sec) == Ship Price / 200 ) Once the ship is at 50% the 'production' will take over. +Producing; When a remodel ship is ready to be remodeled to an other type, and a 'remodel-type' has been set, the station will start gathering resources. The resources it needs are based on the value of the 'before' and 'after' type. What it needs is about 10% of average cost of a ship of both types. (formula; Cost (in Credits) == 'Pre'Ship Price + 'Post'Ship Price / 20 ) Once the station has gathered enough resources it will 'switch ships', destroying the old and creating a ship of the 'remodel-type' with a hull of 50%. This 'product ship' will than be build up to have a hull of 100%. The production process itself will take as long as the dismantling process, again the ships value is the thing that counts. (formula; Production Time (in sec) == Ship Price / 200 ) Once the ship is ready it will be given to you. Now you can clearly take control of the ship when it has just been created with a hull of 50% and repair it at a SY, but it will become a very expensive ship than (as you will pay in resources before the ship gets created with 50% hull, and pay again for it when you repair it, meaning you pay 160% the original cost(100% for the ship, 10% for the remodeling, and 50% for the repairs)). +Recycling When you have told a 'Small Ship' to be recycled it will dock at the station. Once docked its hull will slowly decrease until the ship no longer exists, and whatever the ships value was will be added to the pool of 'stored resources'. (This way you could Build a ship with the Build Command and get the resources for it by recycling old captured ships with the Remodel Command) This 'recycling' will however also take some time, and again the value of the ship matters. (formula; Recycle Time (in sec) == Ship Price / 200 ) +When a 'remodel-task' is active (when the command shows in a command slot on the station) If you use the 'Remodel Ship' command on any other command slot the command will quit, telling you; -it can only remodel/recycle/produce 1 ship at a time -the value in credits of the 'stored resources' the station has -the currently set 'remodel-type' +Add/Remove Product. Unlike the Build Ship and Remodel Ship commands this command is available on any player owned dock. Once you command is selected it will ask you to select a ware. -If the dock does have that ware as product the ware will be removed from your dock it will also give you the minimum price for any left over wares. -If the dock does NOT have that ware as product the ware as product will be added to your station. Textfile used; 8609 Textpage used; 8609 Command used; 761/1141/1142/1143