I've been exploring a lot of player created content and one thing I notice is that people create beautiful elaborate interiors but they are mostly "doll houses" that do nothing but serve immersion and RP. Half the time I can't even sit in the fake chairs. In the beginning it's really cool to see what people come up with but eventually it just seems like there's no point to walking around because we're basically on a movie set full of fake stuff and it starts to feel like a better use of the space is to just fill it up with systems that actually serve a purpose. I don't do a lot of PvP yet but I imagine those ships don't have elaborate interiors because having a fake kitchen and bedrooms doesn't serve anything in a space battle.
I notice a lot of ambitious goals in the endgame document and that got me wondering if there is any value in creating the tools and systems to build rooms in ships and bases that actually tie into some of those goals. I can think of lots of things but it really depends on what people think would enhance rather than frustrate the experience and how much RTS or "population management sim" type elements the developers want in the end. I'm not suggesting we use these to create "tech trees" which I also know is a dirty word.
At the moment I'm imagining the ability to create specialized departments that sometimes just have simple passive benefits when installed and sometimes offer a sort of mini gaming experience that gives benefits in the meta game when done correctly. These benefits may be for NPC's or enrich future mechanics such as system populations, space phenomena etc. . . . or it could be direct benefits to the ship and player.
Some common space themed departments are:
Astrometrics / Stellar Cartography: It would be a room that helps with better mapping of the galaxy and finding possible space anomalies or phenomenon to study. It could also involve sending out research probes to send back data. Maybe it can help spot asteroids with richer deposits. Maybe it also offers some sort of onboard map to view the basics of the system in RP rather than as part of the HUD.
Botanics / Agriculture: The player might not need food or medicines but maybe the crew or populations of a claimed system do and studies here can help effect this. This, along with a mess hall, med bay, life support and quarters could be part of the requirements for having an NPC crew on a ship. It could involve creating various bio resources.
Science Lab: It seems like there should be some sort of chemistry or physics that could be harnessed to do SOMETHING. Maybe the systems in this lab helps develop mining bonuses, or astronaut gear. . or it is used to help create materials for the blocks that are used in end game type builds. Maybe it gives more functionality to the crew or helps create things that improve other departments. Maybe it helps study the findings by Astrometrics and turn it into useful things.
Engineering: This could give a more efficient way to have extra functionality to ships on the fly such as diverting power to weapons or shields or maneuvering thrusters to give better temporary performance in one area while reducing performance in the others. It could also have the ability to run limited internal repair systems or assist in the creation of gear.
Medical Bay: NPC crews could need them to stay healthy and work at best efficiency. Could be made more efficient with a botanics suite.
Life Support: NPC crews could need it to work on a ship. Botanics could help generate atmosphere.
Military Operations: Used to create or modify player crew or player weapons and train military crew. Could also provide tactical support for battle ships such as a RP display that shows the position of enemies in relation to the fleet, or a special hud that allows us to give individual orders to fleet members.
Hangar Control: Used to give better automation of docking and undocking and better control of AI ships.
Mess Hall: Required for crew and must be designed to meet the intended population. Could require a Botanics suite to operate most efficiently.
Commerce: This could be a room with a node in it that connects to the trade network. It could also involve managing crew salaries or running expenses if they become a thing.
Diplomacy: Maybe there is a diplomat crew member or just an interface in this department to generate random quests that aid in the player faction's reputation with NPC factions.
Manufacturing: It's already been said that they want to allow ships over a certain size to refine resources and manufacture items. This would be the place that happens.
Player Crew Stations: This could be a way to allow a player crew to take on different parts of the cores' functions. One station is just helm control. One is turret control. One is radar jamming and scans. One is hangar/drone control. . . etc. I know we can already do this with weapons computers to aim the weapons. This would just be a way to expand on that.
Assuming I am even in the ballpark here, I'm sure there's more that people could come up with but that's a good start. The goal is really about aiding in adding further specialization and customization to our builds and giving all this space we have in our designs a real functioning purpose rather than just serving as visual props that entertain us for a couple days and then just become the long "scenic route" when moving around in a ship or base.
If you stuck with me and read this far, then thank you.
I notice a lot of ambitious goals in the endgame document and that got me wondering if there is any value in creating the tools and systems to build rooms in ships and bases that actually tie into some of those goals. I can think of lots of things but it really depends on what people think would enhance rather than frustrate the experience and how much RTS or "population management sim" type elements the developers want in the end. I'm not suggesting we use these to create "tech trees" which I also know is a dirty word.
At the moment I'm imagining the ability to create specialized departments that sometimes just have simple passive benefits when installed and sometimes offer a sort of mini gaming experience that gives benefits in the meta game when done correctly. These benefits may be for NPC's or enrich future mechanics such as system populations, space phenomena etc. . . . or it could be direct benefits to the ship and player.
Some common space themed departments are:
Astrometrics / Stellar Cartography: It would be a room that helps with better mapping of the galaxy and finding possible space anomalies or phenomenon to study. It could also involve sending out research probes to send back data. Maybe it can help spot asteroids with richer deposits. Maybe it also offers some sort of onboard map to view the basics of the system in RP rather than as part of the HUD.
Botanics / Agriculture: The player might not need food or medicines but maybe the crew or populations of a claimed system do and studies here can help effect this. This, along with a mess hall, med bay, life support and quarters could be part of the requirements for having an NPC crew on a ship. It could involve creating various bio resources.
Science Lab: It seems like there should be some sort of chemistry or physics that could be harnessed to do SOMETHING. Maybe the systems in this lab helps develop mining bonuses, or astronaut gear. . or it is used to help create materials for the blocks that are used in end game type builds. Maybe it gives more functionality to the crew or helps create things that improve other departments. Maybe it helps study the findings by Astrometrics and turn it into useful things.
Engineering: This could give a more efficient way to have extra functionality to ships on the fly such as diverting power to weapons or shields or maneuvering thrusters to give better temporary performance in one area while reducing performance in the others. It could also have the ability to run limited internal repair systems or assist in the creation of gear.
Medical Bay: NPC crews could need them to stay healthy and work at best efficiency. Could be made more efficient with a botanics suite.
Life Support: NPC crews could need it to work on a ship. Botanics could help generate atmosphere.
Military Operations: Used to create or modify player crew or player weapons and train military crew. Could also provide tactical support for battle ships such as a RP display that shows the position of enemies in relation to the fleet, or a special hud that allows us to give individual orders to fleet members.
Hangar Control: Used to give better automation of docking and undocking and better control of AI ships.
Mess Hall: Required for crew and must be designed to meet the intended population. Could require a Botanics suite to operate most efficiently.
Commerce: This could be a room with a node in it that connects to the trade network. It could also involve managing crew salaries or running expenses if they become a thing.
Diplomacy: Maybe there is a diplomat crew member or just an interface in this department to generate random quests that aid in the player faction's reputation with NPC factions.
Manufacturing: It's already been said that they want to allow ships over a certain size to refine resources and manufacture items. This would be the place that happens.
Player Crew Stations: This could be a way to allow a player crew to take on different parts of the cores' functions. One station is just helm control. One is turret control. One is radar jamming and scans. One is hangar/drone control. . . etc. I know we can already do this with weapons computers to aim the weapons. This would just be a way to expand on that.
Assuming I am even in the ballpark here, I'm sure there's more that people could come up with but that's a good start. The goal is really about aiding in adding further specialization and customization to our builds and giving all this space we have in our designs a real functioning purpose rather than just serving as visual props that entertain us for a couple days and then just become the long "scenic route" when moving around in a ship or base.
If you stuck with me and read this far, then thank you.
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