Built to be as useful, defensible and adaptable as possible while keeping things fairly simple for a single player and offering many RP build possibilities. It is the current home of the Neo Echota Drive Yards.
I give you the Obsidian Butterfly. My dark temple of war and industry.
Defended by 5 million shields, along with a mix of turrets and a minimum compliment of seed combat and industrial ships for immediate use or replication.
2 GModism Industries CCMB Eradicator turrets above and below.
8 Gmodism Industries CP Terra Mk 8 turrets at the bay mouths.
8 Red Devil AMS turrets on armor petals above and below the core structure, surrounding the Eradicators.
8 Flint Knapp anti-fighter guided missile turrets.
Most are placed away from system architecture to draw fire away from the core structure, though some are close to protect it.
Faction members and allies who are familiar with the station find it's bay's sometimes wild colors and lines a welcome signal that they are home safe, guiding them in.
But it serves the dual function of being visually confusing for unfamiliar pvp enemies trying to target effective direct fire against ships or personnel in the bay, as well as the turrets at their edges, while drawing their eye away from the core structure where precious systems are housed.
Ground forces invading? Want to just be able make it a store or public repair yard? Or maybe just to simply put the station to bed for the night with the push of a button? With the simple core structure lock-down feature, this is made a snap. Literally.
Replace the hazard blocks with black armor and an invader would be hard-put to even recognize the blast doors to the core for what they are.
There is an option below the core room to use a gravity trap for dealing with invaders once lockdown is engaged. Simply install anti-astronaut turrets anywhere you like in the upper room, flip the gravity from the very bottom of the lower cargo room and just let them die. They check in, but they don't check out.
Two blast-shielded escape hatches leading to small bays with Gmodism Industries Aerobikes for yard work or quick escape allows for faction members to quietly duck out through, or regain access to the core after lockdown has been engaged. There is also room in those bays for small escape vessels of your choice.
Above the main bays and accessed by elevator, are two infirmary buildings ready for an RP build. They also serve the useful function of each housing a L'il Shaman Yard Rescue Tug.
They are useful for repair, management of free-floating ships and turrets, as well as fun for RP.
Docked on the underside of one of the main bays, is a Big Shaman Disaster Relief Boat for bigger issues and more RP fun.
12 empty and spacious apartment/office rooms with a view of the shipyards and access to the bays have been created so that whole factions of players can simply move in and start decorating to their individual tastes, or remove them in favor of more directly useful structures.
Same goes for the main bays, turret platforms, infirmaries and shipyards. All are peripheral and may be removed or altered without disturbing system architecture. Only the core building with it's 4 short power prongs are essential, making this station endlessly adaptable with a little work.
The inner bays adjoining the core building with a power prong in the center are still quite spacious, able to receive small craft, should you wish to discard the outer bays, for instance.
Though only moderately defended, much, much bigger turrets may be mounted and powered. This station has the juice.
It's centrally located factories and storage are set up for mass production as befits a shipyard making large vessels, but there is plenty of room to install stepped levels of production.
The shipyards are simple, attach in only one place and have been left bare, making them easily modified to suit your needs. However, they will produce sizable ships as they are.
There should be documentation available everywhere for explanations of highlights while touring the station. I hope you enjoy tinkering with it, or at least taking the tour.
RP does not have to mean non-functional. RP (especially military RP) can only be helped by functional gear to build it on. To that end, I have made this. Nearly everything has actual purpose as well as performing simply, stably and well. If you don't need or want the ships, scrap them and fill the bays with your own, or use them as disposable drones.
It can easily be managed by a single player and is set up for such, but it can be a downright fun and bustling center of industry and purpose for well-populated player factions, often undergoing many alterations and permutations to suit need and taste.
What can I say? I got wiped off of the Test Server when the Scavengers and Outcasts both declared war on me. I wanted to build something that might actually withstand that, with maybe a little help from a defense fleet. A fleet I wanted to be able to pump out in numbers while I stayed inside and let it rain. Lol
I give you the Obsidian Butterfly. My dark temple of war and industry.
Defended by 5 million shields, along with a mix of turrets and a minimum compliment of seed combat and industrial ships for immediate use or replication.
2 GModism Industries CCMB Eradicator turrets above and below.
8 Gmodism Industries CP Terra Mk 8 turrets at the bay mouths.
8 Red Devil AMS turrets on armor petals above and below the core structure, surrounding the Eradicators.
8 Flint Knapp anti-fighter guided missile turrets.
Most are placed away from system architecture to draw fire away from the core structure, though some are close to protect it.
Faction members and allies who are familiar with the station find it's bay's sometimes wild colors and lines a welcome signal that they are home safe, guiding them in.
But it serves the dual function of being visually confusing for unfamiliar pvp enemies trying to target effective direct fire against ships or personnel in the bay, as well as the turrets at their edges, while drawing their eye away from the core structure where precious systems are housed.
Ground forces invading? Want to just be able make it a store or public repair yard? Or maybe just to simply put the station to bed for the night with the push of a button? With the simple core structure lock-down feature, this is made a snap. Literally.
There is an option below the core room to use a gravity trap for dealing with invaders once lockdown is engaged. Simply install anti-astronaut turrets anywhere you like in the upper room, flip the gravity from the very bottom of the lower cargo room and just let them die. They check in, but they don't check out.
Two blast-shielded escape hatches leading to small bays with Gmodism Industries Aerobikes for yard work or quick escape allows for faction members to quietly duck out through, or regain access to the core after lockdown has been engaged. There is also room in those bays for small escape vessels of your choice.
Above the main bays and accessed by elevator, are two infirmary buildings ready for an RP build. They also serve the useful function of each housing a L'il Shaman Yard Rescue Tug.
They are useful for repair, management of free-floating ships and turrets, as well as fun for RP.
Docked on the underside of one of the main bays, is a Big Shaman Disaster Relief Boat for bigger issues and more RP fun.
12 empty and spacious apartment/office rooms with a view of the shipyards and access to the bays have been created so that whole factions of players can simply move in and start decorating to their individual tastes, or remove them in favor of more directly useful structures.
Same goes for the main bays, turret platforms, infirmaries and shipyards. All are peripheral and may be removed or altered without disturbing system architecture. Only the core building with it's 4 short power prongs are essential, making this station endlessly adaptable with a little work.
The inner bays adjoining the core building with a power prong in the center are still quite spacious, able to receive small craft, should you wish to discard the outer bays, for instance.
Though only moderately defended, much, much bigger turrets may be mounted and powered. This station has the juice.
It's centrally located factories and storage are set up for mass production as befits a shipyard making large vessels, but there is plenty of room to install stepped levels of production.
The shipyards are simple, attach in only one place and have been left bare, making them easily modified to suit your needs. However, they will produce sizable ships as they are.
There should be documentation available everywhere for explanations of highlights while touring the station. I hope you enjoy tinkering with it, or at least taking the tour.
RP does not have to mean non-functional. RP (especially military RP) can only be helped by functional gear to build it on. To that end, I have made this. Nearly everything has actual purpose as well as performing simply, stably and well. If you don't need or want the ships, scrap them and fill the bays with your own, or use them as disposable drones.
It can easily be managed by a single player and is set up for such, but it can be a downright fun and bustling center of industry and purpose for well-populated player factions, often undergoing many alterations and permutations to suit need and taste.
What can I say? I got wiped off of the Test Server when the Scavengers and Outcasts both declared war on me. I wanted to build something that might actually withstand that, with maybe a little help from a defense fleet. A fleet I wanted to be able to pump out in numbers while I stayed inside and let it rain. Lol