Is there an outstanding gameplay role [for ships waiting on gameplay that doesn't exist yet] that has a higher priority than others and might come sooner?
TL;DRRefineries are very high on the priority list, along with player shops, and both tie into base building, while dedicated repair ships are deferred until crafting is finished, though priorities could shift.
Actually, for crafting, we have one element that we have been talking about that is still missing. I think even in the last episode, we were talking about refineries. And that definitely is one that is very high on our list, also because we sold the Expanse.
And there are other ships that have refineries built in.
Yeah, so there's the [unclear] that has a refinery on it. And the benefit of us working on that is it opens up a lot of things, right? So we also talked about base building already. So us working on refinery not only adds another very important element to crafting, it also opens up for ships to be developed with that, and base building allowing us to have refineries at those. And then the station refineries also get more depth.
And a lot of the ship gameplay loops that we don't have at the moment also tie into base building. We'll go back to the Merchantman example: it needs player-based shops. You need that for base building as well. So you would have a, I guess, a module, but I can't remember what the correct phrase for the individual building archetypes is. There would be a player shop one, and that will work the same way the shops would work in the ship. So you do one, you get both, and it's the same for refinery. You have a refinery on a ship, you have a refinery module on your base. Ground extraction in a ship, ground extraction at your base. They sort of build from each other, and it adds: maybe I don't want a ship to do this, maybe I just want to have a base set up to do all these things.
You're not forced one way or the other. You have multiple options. And especially with all these features, right? So refinery is definitely very high on top of our list of priorities that we work through. The shops as well, because we see the interest, also with crafting, that there's this high interest in allowing players to comfortably trade the resources. So that is also quite high on our priority list. There are things that are now impacted by the feature work that we have been doing and what we observe in the community, where the urges are higher or lower. The benefit of us being a bit agile in these situations is we can adjust some of our priorities. We still have a plan until 1.0 of what we have to reach. But within that plan, we can shuffle things around a bit at least, and prioritize one thing over the other. But also the repair gameplay. Now with all the engineering gameplay work and so on and so forth, right now it is very exclusive to the hand tool. Now with 4.8 we have the in-hangar repair for the capital ships. So that's also a small addition already. So we now have that as a gameplay feature for ships. But there are also the dedicated repair ships. I personally try to avoid that as much as possible, and John and Rich can confirm, in the vehicle leadership meetings I try to avoid that, because we have some plans and I really would like to invest some time into that. But right now, I really would like to finish the crafting stuff first before we tackle that. But that is me saying that. That doesn't mean that at some point someone says, no, we now need a repair ship, and then I have to shuffle things around.
Torsten always tries to avoid all the repair questions I give him. But if we talk science module for the Endeavor...
I still want to strike a deal where no one checks what I will do about that science module and I can go free. That is a deal that I still want to do.