If Schine releases the new Galaxy 2.0 before doing work on stations, they could be ensuring that they spend the next 6 months chasing down gameplay issues that seem to be related to the galaxy but are actually rooted in problems with stations.
This is because stations (including actual stations and planetary facilities hereafter just "stations") are an essential element of how players interface with the galaxy:
A faction's ability to deploy viable secondary stations will fundamentally change how they are able to acquire and trade resources, and the functionality of our stations will be the lens through which we experience Galaxy 2.0, but as soon as the Power and Weapon upgrades are stable, there's no reason stations can't be finally made well.
User interface with stations does not depend upon the functionality of the galaxy, rather the user experience of the galaxy depends upon the functionality of stations.
Therefore if stations are ever intended to be made more functional, then I think that once Weapons 3.0 is stable enough to push Schine would be wise to spend a cycle to make stations functional before even dropping Galaxy 2.0 to dev build for community input.
I know that this probably doesn't fit with their development timeline (I get the sense they want Galaxy out of dev and in release before 2019). Failure to address stations once power and weapons are stable will undermine a lot of development effort for the Galaxy release though, leading to a massive long-term loss of manpower and very likely forcing many of the changes made to balance Galaxy in release to be reversed after stations are working.
Primary issues with stations that must eventually be addressed:
Suggested solutions to improving station survivability (please suggest more in comments):
tl;dr - pushing Galaxy 2.0 to the dev build before fixing stations will probably waste a ton of development time and energy. There are tons of community suggestions for making stations functional.
Comment (succinct) additional station needs (I want them to have custom automated trading with physical freight fleets, but am refraining to focus on needs) and ways to make them survivable.
This is because stations (including actual stations and planetary facilities hereafter just "stations") are an essential element of how players interface with the galaxy:
- Stations strongly affect how we access resources, and therefore what levels of irregularity in resource distribution can be seen as tolerable within a server's economy, and what cause undue hardship.
- Stations strongly affect how trade is conducted, being the basic tool for conducting trade whether through shops directly or through the trade network, which incorporates distance between stations directly into cost factors.
- Stations moderately affect travel times through jump-gates, as well as availability of repairs and reinforcements, which in turn affects potential for force projection for access to and control of resources.
- Stations affect the safety of mining and salvaging operations in near sectors.
A faction's ability to deploy viable secondary stations will fundamentally change how they are able to acquire and trade resources, and the functionality of our stations will be the lens through which we experience Galaxy 2.0, but as soon as the Power and Weapon upgrades are stable, there's no reason stations can't be finally made well.
User interface with stations does not depend upon the functionality of the galaxy, rather the user experience of the galaxy depends upon the functionality of stations.
Therefore if stations are ever intended to be made more functional, then I think that once Weapons 3.0 is stable enough to push Schine would be wise to spend a cycle to make stations functional before even dropping Galaxy 2.0 to dev build for community input.
I know that this probably doesn't fit with their development timeline (I get the sense they want Galaxy out of dev and in release before 2019). Failure to address stations once power and weapons are stable will undermine a lot of development effort for the Galaxy release though, leading to a massive long-term loss of manpower and very likely forcing many of the changes made to balance Galaxy in release to be reversed after stations are working.
Primary issues with stations that must eventually be addressed:
- Shipyards need extensive troubleshooting to be made 100% functional. They also need to be balanced to Power 2.0.
- Trade and the trade network have apparently developed some bugs and need work in order to ensure players have at least somewhat reliable access to materials.
- Jump Gates need to be made useful. Hardly anyone uses them because they aren't worth the effort. They also need to be balanced to Power 2.0.
- Warp Inhibition needs to work for stations.
- Recon & Stealth need to be usable by stations.
- Survivability is non. Stations need trees of of station-only chamber 'super' effects to allow extreme improvements to shield cap & regen, armor effectiveness, weapon damage, weapon range, and the ability to passively regen block damage slowly over time between battles using the astrotech healing effect. Also things like the ability to set a station condition to "Do Not Approach" so that any non-faction entity approaching receives a warning transmission not to approach, and is then treated as hostile if it comes closer, as well as the ability to be automatically reinforced by fleets when under attack.
Suggested solutions to improving station survivability (please suggest more in comments):
- Super-chambers. There are already chambers restricted to stations, making this very easy. Such chambers would be very powerful, but would force specialization:
- Station Defense chamber, offering stations shield and armor buffs in the +100-300% range, and options for regeneration.
- Station Offense chamber, offering stations damage, range and weapon recharge speed bonuses.
- Station Support chamber, offering stations the ability to project a field that slows non-allied ships within a sector radius, or prevents scanning, or prevents jamming, or reduces non-allied shield or power regen.
- Regeneration. Now that astrotech replaces blocks, the same block replacement process could be used to allow slow repair of stations over time. This can be chamber based so as to be balanced as a choice for the builder with costs in terms of materials and RC capacity.
- Fleet Command. Pirate stations spawn mobs to defend themselves. NPC stations call in actual fleets for defense. Because it is known that a station on its own is just target practice. Player stations need access to similar protections. If stations could be motherships, they could maintain their own fleet (or better - fleets). Or maybe when a player station is attacked it simply summons all faction fleets set to Sentry or something.
- Patrols. Allowing fleets to randomly patrol sectors within a radius around a station would make them more difficult to approach for recon and attack.
- Notify Allies. Stations under attack should automatically transmit an S.O.S. to allied factions and summon allied Sentry fleets.
- Do Not Approach condition. Stations need the ability to go into a state where any non-allied ship approaching is warned to turn back and then treated as hostile if it approaches further to prevent exploitation of neutral status against unmanned stations. Setting neutral as hostile is non-functional. Ships fire at asteroids, and your option becomes live in condition of total war against all players, NPCs, and rocks, or allow anyone in a neutral ship to bomb your stations into dust.
- -
- -
- -
tl;dr - pushing Galaxy 2.0 to the dev build before fixing stations will probably waste a ton of development time and energy. There are tons of community suggestions for making stations functional.
Comment (succinct) additional station needs (I want them to have custom automated trading with physical freight fleets, but am refraining to focus on needs) and ways to make them survivable.
Last edited: