In a well-stocked station:
- Put a forklift in PV Hangar
- Buy four or more appropriate building-marker canisters (could be specific or generic, each option has its own issues)
- Buy starter commodities for the construction site
At the chosen construction site, say just to build a stand-alone building with a four-cornered rectilinear floor-plan:
- Deploy forklift from ship
- Transfer the four building canisters from the ship to the forklift's cargo bay, just as is done now with SRVs
- Load first canister onto tines
- Pick your desired location for one corner of the building and put the first canister where desired
- Use datalink to trigger the canister into activity. The canister will then put hologrammatic rings around itself to mark viable potential positions for the next canister.
- Load second canister onto tines
- Pick your desired alignment for the building, and put the second canister on the desired spot that is within the hologram-ring from the first canister
- Datalink the canister to activate this one too. The holograms switch from the set of circles to four potential spots for the third canister
- Load third canister onto tines
- Place canister on one of the four marked spots, datalink activate it, and the hologram now becomes the one remaining viable corner spot for the fourth canister.
- Load and place the fourth canister in the one spot hologrammatically indicated
- Datalink-activate the fourth canister
- The four canisters whir into action in a visually impressive manner, starting with say arms growing out of the canisters to physically mark out the rectangle, starting to kick up dust, etc
For other structures, say a gigantic flat concourse, perhaps a complex set of canisters can be used, up to some limit (which could be as many as a hundred or more if a full-on star-port all on one big paved surface is the plan?), to mark out a more complex floor-plan.
From this point on, people need to keep feeding the construction site with more canisters, according to a schedule appropriate for each structure type. The need to feed the construction should not be a one-off thing, but that the work needs fresh supplies at regular intervals. A datalink-scan of the construction site will inform a scanner of what the status is and what needs the site has, and so on. On a lack of one or more needed supplies the construction will halt. Non-supply of hydrogen fuel and critical commodities such as Building Fabricators will lead to decay rapidly, and non-supply of other needed things will still lead to decay but at a slower pace.
Just a thought: perhaps senior personnel in the Squadron can have 'keys to the place' so to be able to dock their SRVs there and "board" the construction site, which takes them to a separate "Site Manager" screen entirely in a similar fashion as going to an outfitting screen. From there, these players can direct construction type. This would obviate a need for having different canisters for different buildings, and instead make construction an issue of player choice at this Site Manager screen. The Site Manager screen would also inform the player being the Site Manager of what supplies are needed, who would then communicate that to the rest of the squadron in whatever way suits their fancy (eg Discord etc).
The visual appearance of the construction site is to be updated as appropriate every Thursday as part of server maintenance.
A whole site will not become a functional port until a suitable variety of buildings are in place, and that the first arrivals must be one or more passenger missions to bring in hired staff. This will require a new type of mission available. The building requirements must also include something that provides exportable goods, and that the players actively support the production of these exports (eg bring in minerals to refine into metals, etc). The marketplace will not sell any commodities but those produced as a result of players selling in the required precursors.
Construction should take quite some time to lead to a functioning star port, say (arbitrarily) 12 weeks for a simple building, and longer for more complex ones (note: more than one building at a time can be under construction)? Supplies and cash will continue needing to be delivered to the site to keep it going until the site is viable, as I've mentioned before.