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re-define stations


Frolonov2

Suggestion

Current station should be convert to a module on ship, so the factories/shops can move or jump with their cargo instead of waiting for buyer/seller. Multiple production module could be assigned on the same ship, if there are several assemblers on board. To balance this, the size of the ship and goods in cargo bay would make the ship heavier(slower) and require a bigger hyperspace block to enable a jump, but stations could jump to safety when a war or invasion started, unless there's hyperspace blocker/jammer nearby. 

 

Trade would still be meaningful since it would be expensive to put an entire production line on a single ship while raw materials could not be generated from the void-gas/water/ore comes from asteroids and planets which would take over the position of current ore mine and collector since the planet is too big to move or jump but can support a huge population and have a huge production capability for various goods. Headquarters can only be set up on a planet, while a large and powerful fleet is needed to capture/destroy a planet, allowing player to take over an entire faction(but have to deal with resistance afterwards). A planet could be claimed by the player like those large asteroid. Trade would also be necessary to support the moral of crew since they would consume food/water/oxygen on small ships while a large ship could produce those on board(but still needs to buy other advance good for maintenance of hyperspace/computer core, etc...).

 

'Assembler' module assigned to different production could not be merged.Assembler block with enough volume could be assigned as a production zone of certain product. Material of the assembler would put a limit to the type of goods it can produce, so it only takes 'titanium assembler' to produce 'steel' but 'Ogonite or Avorion assembler' would be necessary for 'antigrav unit' production. Goods could also be produced from current ship-building material(Trinium/Nanonite...) instead of aluminium/copper/gold/..... to match the futuristic background of the game, or simply give player a chance to get some of those conventional ore when mining ship-building materials, so the game makes more sense.

 

'Research station/equipment dock/trading post/military outpost' module would require a large computer core.

'Biotope/habitat/cloning pod/academy' module requires a large crew quarter. This module is essential for sustaining on board population.

'Shipyard/repair dock' module needs a big cargo bay & assembler and it needs repair turrets to handle ships bigger than the module itself. The blocks on player's ship cannot be edited unless there's 'Shipyard/repair dock' module nearby or on board.

 

 

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