I mostly think stations are good whenever you need an anchor-point.
Some trade-hub or mining drop point other players can visit and rely on it always be on the same place.
Or gates for a network.
Or for using "multiple ships in a formation to cover their weak spots and extend power limits".
Using ships as stations or stations as ships should definitively require some warmup or cooldown time and to have a relatively low thrust/mass ratio. It shouldn't accelerate too fast while station-blocks are active and peoples are not in their chairs, that makes it a station.
If it's optional, being stationary should have considerable buffs:
Just increasing the solar power ammount and factory cycle from 3-10x to 1x could have many effects, depending on game-developement:
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Perhaps we can have buffs which build up the longer it remains a station:
- Growing up in 5 minutes: Free solar energy scaling with the "cubic root of mass squared". Limited at 3-10x reactor output (def. setting).
- Additional solar power (%-buff before 3-10x cap) based on turn rate nerfs at lower(highest-impacted, 2nd-highest-impacted) axis.
- Enabling after 30 seconds: Factory produces every tick rather than every 5th.
- Enabling or growing between 1 and 2 minutes: Local gravity field like planets if desired.
- Bigger solar power allows bigger weapons and shields.
- Some may suggest to enabe something like more range for energy hungry weapons because of solar power.
- The damage scales with target distance between normal and buffed range and the range buff with the power supply by solar energy.
- Targets could prefer by the amount of damage they receive (EM likes to fire at shields and these weapons prefer shorter range).
- I'd also like to use solar power to produce charged energy cells which produce power when depleted e-cells are produced by factories.
- This could be enabled by requiring negative ammounts of energy for producing a product.
- Factories may also produce side-products like "active cycle" or "producing cycle" which disappear instantly or stuff like "fresh smelling air" that improves the moral of a crew.
- Ofc, you have more power if you store more heavy e-cells and with a faster-while-stationary factory system.
- etc.
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Ship combat and station assoult may be very different.
Especially large and easy-to-hit ships would "sit" in front of each other or side by side, firing bullets and laser-beams at each other from at average 110% distance, waiting for the other one to come closer to deal more damage while receiving the solar-power-buff.
These settings could also be used to emulate "knowing our environment" by making an anomaly which buffs stations after 10 minutes considerably.
Even the buff type could depend on the anomaly type.
One sector could increase the solar power (today, just a reactor-output%-buff) so that energy-hungry factories can only be used there.
>> Perhaps we can
extend here and buff only certain things, to allow server-admins with the newly-given tools (@ update blog) to setup areas for this or that and give stations apart from the main fleet a new purpose.
>> Different factories have different products and you can ban stations with certain factory-block-types from a sector.