QuoteThe first alt idea is good and it's the one we're already thinking about for some time. But instead of new tool I've considered the usage of Toolbox. Just click with it on an already built and 100% repaired structure and it will enable the relocation mode.
Sounds good
QuoteI think, on PvP servers, it should not be allowed to relocate walls and doors, or crates with valuable loot (as players will abuse this feature to make their bases way harder to raid when they want). Maybe psi projector too (and weapon turrets when we introduce them).
Ah, sorry I didn't think about these things as in real life a dolly wouldn't help you move walls, and while it could be used to move a door in real life it makes sense not to allow walls or doors to be relocated in the game.
Not sure about crates with "valuable loot" as I don't know if the game could determine this, plus players could simply move these resources by hand if they really wanted to, so restricting a crate doesn't seem like it would do much.
Plus in PVP players are building honeycomb structures and nesting loot near their claim as a vault, so I'm not sure if there would be any value to moving these things around in the first place. I would assume raid block, as with other things, would prevent the use of this tool, so outside of a raid I'm not sure what advantage moving crates around would have for PVP players but I'm not a PVP player, so my lack of familiarity and experience in this mode is hindering my ability to predict where this tool could be abused I'm sure.
I believe other games use "hardpoints" to describe things that can't be changed after they're installed when normally other parts are modular so you could do something like this for the psi projector and other fixtures like turrets. Just a thought.
QuoteThe second alt idea is not reasonable to implement with the current approach we're usingΓÇöcurrently you get about 20% of resources back when you finish deconstructing (perform the last deconstruction stage). It will make the idea of buildings repair useless as it would be always cheaper to deconstruct the building and get 75% of the resources back.
Right the refund wouldn't happen until the last step, so the structure is "removed". But yeah, repairs. I guess it would only work if refunds factored in damage so you wouldn't have a net benefit in deconstructing over repair, but that overcomplicates the mechanic and it would be hard to understand so it makes sense to look for simpler solutions.
Thanks for taking the time to respond and consider this idea!