Add a Customer Ship Modification system for Master Shipwrights.

Add a Customer Ship Modification system for Master Shipwrights.
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
I am suggesting a system that allows Master Shipwrights to directly modify another player's ship build.

It is inspired by the Image Design system and my own interactions with clients over the years.

Like ID, this would involve being in person and initiated by the Shipwright.

A Window would pop up and include the features of ship modification windows from starports.

It would also include windows for shipwright's ship modules in personal inventory and modules in the client's inventory.

The shipwright would then be able to fully manipulate the ship build as if it were their own, including the use of texture and paint kits.

This would include a field for service charge to be visible to both parties like in the trade window.
Justification
I believe this would increase potential social interaction while enhancing a M Shipwright's ability to fine-tune the ships of their clients.
Motivation
I've been in the shipwright game for awhile and one of the most frustrating parts of helping a client with high end builds is my inability to see and manipulate their build directly. Clients are, generally, not shipwrights, so the knowledge gap makes communication somewhat difficult.
Being a shipwright can sometimes be like one part mechanic and one part hairdresser. Sometimes you're fixing a build, sometimes, you've got to find out what the client really wants so you can plan the build accordingly. Either way, communication is key. I think a system that let's a shipwright get their hands dirty would improve the overall social aspects of the server and improve our ability to create the best builds for our customers. Let me know what you think! There's always room for improvement.
 
I don't know that an ingame window is really necessary for this. A better solution may be a way to export a loadout from within the game to a format that can be read by one of the ship loadout tools running around, as this would *also* assist players who may want an easier time of modifying a planned loadout for themselves.
 
Oh hell no. I love my customers, but I'm not doing this for them. If you want to be an ace pilot, there are some skills you need to learn, and the sooner you learn them, the better off you will be.
I'll sell off my SW business and become a chef, if this ever happens.
 
Cant you essentially do the same thing already with putting the parts in the trade window and inspect them, then put the parts you would put in your side?
I don't think people are mentally incapable of pressing the "install"-button on their ships in this game.

Sounds like QoL for me with a lot of UI coding, not sure if that is worth it and how many people would utilize it.
 
This would use the same paint, textures, and components already available? I don't see the benefit, its just having someone else install those things for you. We would have to have a dev program an interface to do this and the result would be the same as if the player just did it himself.
 
This would use the same paint, textures, and components already available? I don't see the benefit, its just having someone else install those things for you. We would have to have a dev program an interface to do this and the result would be the same as if the player just did it himself.
Imagine being someone who hasn't been flying since live. Now look at the system as it is. I'm talking about expanding accessibility for all players and eliminating unnecessary obstacles that often keep people from even trying JTL. Unless the goal is to gatekeep, then the only considerations really ought to be how to streamline the process and what would be required of the dev team, if they decide to do it.
 
Imagine being someone who hasn't been flying since live. Now look at the system as it is. I'm talking about expanding accessibility for all players and eliminating unnecessary obstacles that often keep people from even trying JTL. Unless the goal is to gatekeep, then the only considerations really ought to be how to streamline the process and what would be required of the dev team, if they decide to do it.
Cool buzzwords. We have gatekeeping, accessibillity, obsacles, streamlined. What does any of that even mean in regards to placing components in you ship?
 
I think this is a good issue to highlight, anything to update the way the game onboards new pilots. I don't think having someone else do it for you is the right way to go about it, however. I would rather update the screens to give new pilots the information they need to properly make a real loadout. IG, letting it display the reactor drain and generation post overloads.
 
I think this is a good issue to highlight, anything to update the way the game onboards new pilots. I don't think having someone else do it for you is the right way to go about it, however. I would rather update the screens to give new pilots the information they need to properly make a real loadout. IG, letting it display the reactor drain and generation post overloads.
That's a good idea, adding overload calculator. I like that.
 
Imagine being someone who hasn't been flying since live. Now look at the system as it is. I'm talking about expanding accessibility for all players and eliminating unnecessary obstacles that often keep people from even trying JTL. Unless the goal is to gatekeep, then the only considerations really ought to be how to streamline the process and what would be required of the dev team, if they decide to do it.

I am such a person. I had literally zero issues getting into it. There is no gatekeeping.
Also people should interact with the system themselves and learn them because when they do not have to by having another person doing it, they never will.
 
This gatekeeping comment is way offbase imo. I've found the spacing community very helpful. Tools that help explain things better in the UI make way more sense and would be a much more valulable usage of dev time. There's 0 need for a shipwright to do this for the player. Some shipwrights don't do space at all. You can tell by the way they experiment on the parts
 
Cool buzzwords. We have gatekeeping, accessibillity, obsacles, streamlined. What does any of that even mean in regards to placing components in

This gatekeeping comment is way offbase imo. I've found the spacing community very helpful. Tools that help explain things better in the UI make way more sense and would be a much more valulable usage of dev time. There's 0 need for a shipwright to do this for the player. Some shipwrights don't do space at all. You can tell by the way they experiment on the parts
We had different experiences. Good to hear your's was better. Would you give me some examples of the parts experiments you mentioned? I do space, but I don't get as much time for it so I might have missed something.