My entry for the station contest. It was built under the premise that the Trading Guild is a non-military, peaceful faction that relies primarily on diplomacy instead of war. (Also taking the design guidelines in the contest announcements into account.)
Malgar station is a trading hub in a remote starsystem. It provides fast exchange of goods, refueling, room for trading contract negotiations, and of course relaxation areas that are very welcome after several weeks in deep space.
Four hangar bays enable small freighters to quickly exchange goods if necessary. A direct link to the cargo distribution system allows pickups in less than two minutes (provided that the pickup was scheduled, that is). Builder's note: The details are different in every hangar bay.
Captains of big cruisers need not worry, either. There are six docks available, as well as 345 beds, 15 mess halls and an additional 15 recreational areas.
The single most important room, however, is the lobby. Not only are there qualified personnel that know the answer to any question, it does also provide access to the offices of Trading Guild officials. The upper area is flight control, were traffic controllers manage the sometimes thousands of starships that arrive each day.
Finally, the heart of the station that makes everything possible: the cargo distribution system. It extends from the cargo storage area down to the hangar bays, as well as out into the docks. Two hatches with physical docking ports allow fast restock and exchange of goods, using the standardized Cargo Pod. Builder's note: Given a freighter with the right docking clamps, those ports actually work. The same applies for the refueling port further down.
And finally, the stats.
Malgar station is a trading hub in a remote starsystem. It provides fast exchange of goods, refueling, room for trading contract negotiations, and of course relaxation areas that are very welcome after several weeks in deep space.
Builder's note: The large white areas on each side of the upper section are the ideal position for an official Trading Guild logo, once one gets chosen.
Four hangar bays enable small freighters to quickly exchange goods if necessary. A direct link to the cargo distribution system allows pickups in less than two minutes (provided that the pickup was scheduled, that is). Builder's note: The details are different in every hangar bay.
Captains of big cruisers need not worry, either. There are six docks available, as well as 345 beds, 15 mess halls and an additional 15 recreational areas.
The single most important room, however, is the lobby. Not only are there qualified personnel that know the answer to any question, it does also provide access to the offices of Trading Guild officials. The upper area is flight control, were traffic controllers manage the sometimes thousands of starships that arrive each day.
Finally, the heart of the station that makes everything possible: the cargo distribution system. It extends from the cargo storage area down to the hangar bays, as well as out into the docks. Two hatches with physical docking ports allow fast restock and exchange of goods, using the standardized Cargo Pod. Builder's note: Given a freighter with the right docking clamps, those ports actually work. The same applies for the refueling port further down.
And finally, the stats.
- 590 x 199 x 480 meters
- 202 rooms
- 345 beds
- over 1.1 million blocks
- 4 hangar bays
- 6 docks for star cruisers
- can hold around 90 cargo pods
I have to say that I don't share your concerns, though. Not only were those size guidelines chosen for a reason, but even my five year old Linux machine can handle it just fine with the default settings.