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Player Constructed & Maintained Stations

Feb 14, 2005 johnhawl218 link
Player Constructed & Maintained Stations:

I'm sure everyone has thought about this at one time or another and I'm sure there are post about it. This is just my idea of how to integrate it with other new ideas and and help build the crafting system a bit more. There are three major areas to the development of a station. First you need to have the station constructed. Then, once build you need to be able to maintain it, and protect it. And once your able to have a station and not have it destroyed or fall apart from lack of repair, you'll need to be able to fill it with goods and give people a reason to come to the station. To that end this is how I would go about it.

1) Construction:

A player or guild decides that they want to construct a station in a new part of space that seems to be being neglected even though it's on a prominent trade route. Or they are looking for a way point in a far off place with little traffic and they need a repair shop. Or a player finds a great unexploited cash of ore in a remote system and wishes to refine it without having to travel 9 systems though pirate space.

• Initial investment in a station core. This core provides all power to the station and all compartments build onto it. This initial item cost 1.5 mill cr. Must be purchased in admired territory at a manufacturing plant or ship yard. Once this item is in place at the desired location (system/sector) you activate it and the power goes on.

• Once your core is online, you can begin to supply the core with the necessary materials to construct long-term living corders and a bazaar area for shops. This will require large amounts of raw materials from ferric, carbonic, silicate, vanazek, and xithricite, plus, procured items such as purified water, inorganic compounds, corrosive chemicals, noncorrosive chemicals, etc.

• As the totals are filled, parts of the station will appear. A queue for production will be available as production is underway and you will be able to set which parts are more important.

• Some of the things you might see in production include:
- Longterm Living Quarters (eyecandy, for realism, if only a little)
- Docking Bay Entrance
- Docking Bay Exit
- Shipyard (Facility)
- Repair Bay
- Hydroponics Bay (tradegood food production)
- Refinery (Facility)
- Assembly Line (Facility)
- Personal Storage (cargo storage area for players)
- Robot Bay (for repair bots and station guards)

2) Protection / Maintenance

• Once the station is at a point where you have constructed a Robot Bay, it then starts to have it's own protection though very low level station bots (no better then a bot you might find guarding a collector in a neutral zone). As the stations facilities become more robust the station will have more capabilities to construct better and stronger guard bots through upgraded facilities and will receive a bonus to the time it takes for a new facility to come online due to added workers via the maintenance bots.

• Maintaining the station would fall under two parts.
- First would be the self generating maintenance bots that are produced by the robot bay and would take care of keeping the station at 100% as long as resources are available for the bots.
- Second, players would have to constantly keep the station stocked with raw materials necessary for the construction and maintenance of the station. ie. all the resources necessary to construct a station.

• A stations primary means of defense should always remain the players of course, these stations could only be constructed with the constant team work of a guild or an individual with a lot of outside help from friends and colleagues.

3) Shops / Goods / Facilities(crafting)

• Once your station has all the facilities you want, or is at least able allow players to enter the station to make transactions (i.e. it has a docking bay entrance & exit, at least one living quarters and a Personal Storage bay), you can start having traders stop by your station to by and sell goods.

• There would, at first, be nothing to sell at all. Only goods that you put in the station as "sell" goods would be available to all who docked. There could also be a way to offer goods strictly to guildies or those of good standing with the station owner, either though a password verification or an in-game faction number.

• It would be interesting to be able to entice some of the dealers who's sign are plastered to some of the other stations to be able to come and sell at your station, Perhaps by signing "trade contracts" with other corporations it would develope your stations bazaar of shops, the more contracts you get the more your station has to offer in the way of items sold.

• Turning your simple trader way point into a real work horse to me would be to end goal of owning a station. The ability to take the items that you have at the station and turn them into usable items for our ships for combat or trade or mining. Again, I see this going in three directions: Shipyard Facilities, Refinery Facilities, and Assembly Line Facilities.

- Shipyard Facilities, pretty straight forward. Resources are put in and ships come out. Specific recipes would need to be made for each type of ship and players would only be able to make Mark 1 models until there facilities were upgraded enough to handle Mark 4-6 as they are developed by the dev's. Player stations can not construct nation specific ships period.

- Refinery Facilities, these are the machines that are used to turn premium ore into usable trade goods or ingredients for other manufacturable trade goods. These would include: Furnaces, Distillers, Purifiers, etc.

- Assembly Line Facilities, these allow you to take your trade goods that have been procured and refined into useable items for in-game. Such items would included purchasable weapons and mining equipment, and ammunition. At it's highest level could possible produce a station core or start work on a cap ship IF all other facilities are max'ed and the resource are available.
Feb 14, 2005 ctishman link
This sounds like something that'd work best when the "Exploration Expansion" comes out, whenever that is. Let people build stations in unoccupied sectors. Grow a station big enough and its worth would be measured in the billions of credits. Collect tariffs on incoming and outgoing goods.

Possible problems

1) How to manage it if a player leaves the game without selling it first.

I suggest that the station be closed for 10 days, during which they may renew their membership and reclaim it without penalty, and after that it is deeded to the faction with whom their standing was the greatest at the time they left.

2) How to avoid overcrowding

I suggest a maximum of one station per sector, and six stations per system. Of course, stations in wormhole sectors are the most valuable, and are claimed first

3) How to avoid monopoly

I suggest a player be able to own a maximum of three stations at once. "Intergalactic Coalition Exploratory Committee" rules, or something. Of course, with three stations in one system, you could control all access to that system.
Feb 14, 2005 johnhawl218 link
I hope that's not the case, I really don't think I can wait long enough for this "fabled" exploration pack. I'm still waiting on cap ships, seen one lately?

1) If the player leaves the game, cancels account, the station turns over to the faction that is closest that could defend it. If it's in grey space it goes to corvos.

2) I dont' see overcrowding being an issue, personally I think the way it is now it's tooo spars, I like seeing a large grouping of small stations, perhaps all neatly tucked inside a roid field. I believe that any sector could hold as many as the devs think the engine can handle, though I think they said that it's already pretty maxed? Devs?? and that there be NO number placed on number of stations in a system.

3) Monopolies, I don't see this happening, since potentially, any player constructed station will be capably of constructing almost everything in game, minus culturally specific items and ships. A monopoly is the exclusive control over a commodity or service. But if every station has 80% of what everyone else has, and players are then creating there own stations, using resources that they collect themselves. How would one set up a monopoly? Please explain?
Feb 14, 2005 roguelazer link
It will be interesting when this is implimented (read the old interviews with the devs, and you'll see that this is planned). It'd be cool to do things like have a Serco and an Itani station in the same sector. :D
Feb 14, 2005 Grzywacz link
A deathmatch sector. :-S
Feb 14, 2005 ananzi link
as long as it has 'space janitor' with 'cleaning beam', i want it. good work.
Feb 14, 2005 johnhawl218 link
just to add to this, http://www.vendetta-online.com/x/msgboard/3/9125 has an example of how I would see crafting(or "Manufaturing") would take place.
Feb 16, 2005 Andromech link
The problem - what to do if player leaves game can be solved by simple thing:

If station is not advanced, without domestic module, not producing etc. It could be abandoned. It will be nice place for duel for some players, and source of scrap metal or other equipment for others. The other question is how to explore assembled equipment.

The second solution. Each station can be donated by nation and therefore overcome, like a company on the stock market. While player became still as the founder, the base is living its own life. And when the player leaves the bame forever the nation is taking care of that station and decide what to do. To proceed with advancing and construction or to abandon.

By the way, there will be a lot of space debris some day in space, to explore. Empty wrecks of old ships, jettisoned cargo, damaged and abandoned space stations. I'm looking formawrd to see this in the game.
Feb 16, 2005 UncleDave link
Feb 16, 2005 Forum Moderator link
" Mon 02:58PM johnhawl218
I hope that's not the case, I really don't think I can wait long enough for this "fabled" exploration pack. I'm still waiting on cap ships, seen one lately? "

Nice. Is it the end of the month yet?
http://www.vendetta-online.com/h/work.html
Feb 16, 2005 johnhawl218 link
I'll beleive it when I see it FM, and your a little late on your responce there buddy! B)