It's certainly something that they could do - the question is, what would we actually do with them?
Being able to build and customise them in a fully-modular fashion would be neat ... but again isn't adding any new game mechanics. Now, sure, some people would just like having the customisable space even if it didn't "do" anything - I'd probably try to start a "mazes" club if it was sufficiently flexible with the wall placement - but it probably needs some more direct use as well.
Trading runs sounds great but because the trading economy is primarily set up to let traders make big money, actually undercutting the NPCs and their larger reserves would be pretty tricky too. And sure, you could set up a colony in deep space where there aren't any NPCs and trade with each other ... but again the question of "to do what"? comes up - Indium is already basically useless and it doesn't become less useless if a player sells it to someone to build a Crop Harvester which is also useless [1]. They'd have to seriously flatten 99.9% of the NPC economy to make trading with player bases a useful (not even required, merely potentially useful from time to time) thing to do in normal circumstances. (And I like the idea of running a multi-commodity trade network - but not the idea of trying to control it from an interface optimised for HOTAS control of a spaceship. I just play other games entirely to do that)
[1] The Community Managers were asked about player-driven economy on the AMA, and said that it sounded like a cool idea but it was going to take a while to come up with uses for all this stuff ... the extremely limited player-driven economy in Tritium receives more complaints than praise on the forums ... it's at the very best a very long way off.
Fleet Carrier lets you store ships and goods already, with the big advantage of being able to move that storage around when needed. So mechanically that's not adding anything new, though of course the stationary store might be cheaper.Our own space base where we could store our ships and goods.
Invite our friends, have a walk around.
Build fences, lookout towers, turrets, different building blocks.
Maybe in the future, have our ships do automated trading runs that we would program (similar to X series), then watch them leave and approach our base.
Grow a little empire of our own.
Being able to build and customise them in a fully-modular fashion would be neat ... but again isn't adding any new game mechanics. Now, sure, some people would just like having the customisable space even if it didn't "do" anything - I'd probably try to start a "mazes" club if it was sufficiently flexible with the wall placement - but it probably needs some more direct use as well.
Trading runs sounds great but because the trading economy is primarily set up to let traders make big money, actually undercutting the NPCs and their larger reserves would be pretty tricky too. And sure, you could set up a colony in deep space where there aren't any NPCs and trade with each other ... but again the question of "to do what"? comes up - Indium is already basically useless and it doesn't become less useless if a player sells it to someone to build a Crop Harvester which is also useless [1]. They'd have to seriously flatten 99.9% of the NPC economy to make trading with player bases a useful (not even required, merely potentially useful from time to time) thing to do in normal circumstances. (And I like the idea of running a multi-commodity trade network - but not the idea of trying to control it from an interface optimised for HOTAS control of a spaceship. I just play other games entirely to do that)
[1] The Community Managers were asked about player-driven economy on the AMA, and said that it sounded like a cool idea but it was going to take a while to come up with uses for all this stuff ... the extremely limited player-driven economy in Tritium receives more complaints than praise on the forums ... it's at the very best a very long way off.