I've been thinking about a station design that can be reused and built quickly, and not require many back-and-forth looking to have it similar to the original design.
Been toying with the idea for a few days and as soon as I get around to finishing current project I'll get on this one.
The idea then, is something that might have been attempted before though if so, I'm not aware of it. I'm planning on designing a main core element, which you still have to build onto the station yourself everytime. Once that's done, most of the station's core outside will be dedicated to docking points, and I'm not talking about your little ship dockings, no. Entire pre-made modules, which can thus be designed for different use and purposes, bought at shop and then brought to the station either on their own as ships, or by tagging a ride on a good samaritan.
This gives you lots of flexibility with your stations, and gives them prolonged longevity and use, as it makes them easy to re-purpose on the go as times evolve. This would make the station a little more worth its money to me, and a lot less time consuming to put togheter.
For instance, imagine an orbital mining platform using this method, with gigantic harvester ship-units who just take the planet apart. Once they're done, the station can easily change modules and become some more defensive outpost, or a supply stash with the appropriate defensive modules attached, since the planet is then depleted and gone. That way, it still functions even when its original purpose is gone, therefore prolonging its use and keeping your purchase (still 1 million after all) active and not just hanging uselessly in space. Moreover, the mentionned harverster ship-units can function as actual harvester ships, making them still useful even after the station's life cycle is over.
This method, of course, isn't meant for unique stations. Those should be made as strong as possible as one entity in my opinion.
But the modularity brings forth a lot of perks, as well as some obvious cons:
+Detachable components means you can efficiently abandon a station without it going all to waste, as the modules can be taken away and either taken apart (Their ship cores WILL be refunded if sold, as opposed to the station) and sold entirely, or possibly re-assigned to another station.
+A faster and reliable assembling time makes it much more efficent as a front-line, or any defensive line outpost element.
+The re-using of pre-designed and buyable modules makes building same-type stations very much less of a chore, without really hindering the creativity: you can still rebuild and expend your "core element" as much as you want, after all.
+A prolonged use and versability means teh station's life-cycle and active usage will be longer, as it can change purpose as much as desired.
-Obviously, it's expensive. And making module-ships that'd be worth of a station would propably make them expensive as well, despite being reusable.
-The modules aren't part of the actual station, which means they wouldn't benefit from say, its power or shields.
-The fact the station isn't as large as a single entity one might mean it's more vulnerable, but that'd depends on the modules attached.
-Modules mean blue radar icons, means a gathering of ships around a station, means getting more attention (though stations really do seem to attract attention regardless)
-Stationary target means repeated assaults.
-Why not just use ships?
And the last con is obviously the biggest argument against. And well, there's no real reason not to use ships instead. However, I like to think any power faction or alliance needs some solid ground to really grow. The stations mark ownership. A faction owning many stations denying the access to other factions means a monopoly on ressources in those areas, which means influence, but also a 'safer' place, where not every faction member has to drive a ship whose maed to be able to survive through battles, encouraging more less-battle-oriented specialisation of ship designs.
They act as waypoints, as static reference locations and bases, that a mobile flagship simply cannot give. Stations are a mark of advancement, meaning you and/or your factions are further developped than simply moving ships around. (That's just my opinion though). They can be strongholds witness to many great stories and battles. A place you can call home and go back to.
Stations are the solid ground we lost, moving into space. That doesn't mean a single bit that we should stop flying. But we need roots, a tangible past.
Stations are our solid rocks.
Stations are the future.
From which, all our dreams may take flight from.
That is all. My rambling.
Sincerely,
Chuck out.
Been toying with the idea for a few days and as soon as I get around to finishing current project I'll get on this one.
The idea then, is something that might have been attempted before though if so, I'm not aware of it. I'm planning on designing a main core element, which you still have to build onto the station yourself everytime. Once that's done, most of the station's core outside will be dedicated to docking points, and I'm not talking about your little ship dockings, no. Entire pre-made modules, which can thus be designed for different use and purposes, bought at shop and then brought to the station either on their own as ships, or by tagging a ride on a good samaritan.
This gives you lots of flexibility with your stations, and gives them prolonged longevity and use, as it makes them easy to re-purpose on the go as times evolve. This would make the station a little more worth its money to me, and a lot less time consuming to put togheter.
For instance, imagine an orbital mining platform using this method, with gigantic harvester ship-units who just take the planet apart. Once they're done, the station can easily change modules and become some more defensive outpost, or a supply stash with the appropriate defensive modules attached, since the planet is then depleted and gone. That way, it still functions even when its original purpose is gone, therefore prolonging its use and keeping your purchase (still 1 million after all) active and not just hanging uselessly in space. Moreover, the mentionned harverster ship-units can function as actual harvester ships, making them still useful even after the station's life cycle is over.
This method, of course, isn't meant for unique stations. Those should be made as strong as possible as one entity in my opinion.
But the modularity brings forth a lot of perks, as well as some obvious cons:
+Detachable components means you can efficiently abandon a station without it going all to waste, as the modules can be taken away and either taken apart (Their ship cores WILL be refunded if sold, as opposed to the station) and sold entirely, or possibly re-assigned to another station.
+A faster and reliable assembling time makes it much more efficent as a front-line, or any defensive line outpost element.
+The re-using of pre-designed and buyable modules makes building same-type stations very much less of a chore, without really hindering the creativity: you can still rebuild and expend your "core element" as much as you want, after all.
+A prolonged use and versability means teh station's life-cycle and active usage will be longer, as it can change purpose as much as desired.
-Obviously, it's expensive. And making module-ships that'd be worth of a station would propably make them expensive as well, despite being reusable.
-The modules aren't part of the actual station, which means they wouldn't benefit from say, its power or shields.
-The fact the station isn't as large as a single entity one might mean it's more vulnerable, but that'd depends on the modules attached.
-Modules mean blue radar icons, means a gathering of ships around a station, means getting more attention (though stations really do seem to attract attention regardless)
-Stationary target means repeated assaults.
-Why not just use ships?
And the last con is obviously the biggest argument against. And well, there's no real reason not to use ships instead. However, I like to think any power faction or alliance needs some solid ground to really grow. The stations mark ownership. A faction owning many stations denying the access to other factions means a monopoly on ressources in those areas, which means influence, but also a 'safer' place, where not every faction member has to drive a ship whose maed to be able to survive through battles, encouraging more less-battle-oriented specialisation of ship designs.
They act as waypoints, as static reference locations and bases, that a mobile flagship simply cannot give. Stations are a mark of advancement, meaning you and/or your factions are further developped than simply moving ships around. (That's just my opinion though). They can be strongholds witness to many great stories and battles. A place you can call home and go back to.
Stations are the solid ground we lost, moving into space. That doesn't mean a single bit that we should stop flying. But we need roots, a tangible past.
Stations are our solid rocks.
Stations are the future.
From which, all our dreams may take flight from.
That is all. My rambling.
Sincerely,
Chuck out.