Building Orbis Stations Module By Module.

I see a lot of solo players deciding to build an Orbis Station alone and end up getting burnt out because it really isn't meant for one person. I have an idea to help with that and add some variety. I have built almost 30 structures on my own, and have hauled 300k worth of goods, but the idea of building my orbis on my own is a huuuge no, even though it's less than I've hauled already. The reason was that I was building my system piece by piece. We should be able to do that with the Orbis.

So for my idea, when you first begin construction, you build the main docking cylinder and the spire. Once that's done, the docking cylinder is built and can be docked on. In the system map, when you select the station, there is an expansion option. In there, you get a choice of the different modules to add next.

1) The outer ring attached to the main docking cylinder (adding population, standard of living, lowers security).
2) One of the smaller habitat (adding population, standard of living, lowers security, but at a smaller amount than the big ring).
3) The solar array segment (raises tech level).
4) Storage Module (raised wealth).
5) Economy module. A module that assigns a specific economy to the station. Only one can be added.

You choose which module to add, and haul the required goods until it's done. Then you can choose the expand option again to build the next piece.

You can build the outer ring and up to 5 modules on the spire. You can make up to 2 of each (except the economy mod) and can build them in any order to make many different looks. This will also add a nice customization aspect, and you break up the process of building the larger stations into parts. The total commodities delivered after adding all modules will be the same as the current requirements.

This could work with the Ocellus stations as well.
 
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I mean, once you’ve build your first structure you’re no longer on a timer so I don’t see a need for it.

That being said, I kinda expected it to be a modular, or at least staged, construction process when they first showed the idea. So I certainly wouldn’t object to it being so.
 
3 weeks, one carrier worth of delivery per day (around 11-13k, since I like to have ample reserve of tritium too), along with few days off the schedule due to various RL reasons- this is how I did it.
Instead of modular construction what I think we need more is alternate way to complete or aid construction process.
For me it would be a lot easier if I had ability to use carrier cargo hold in market interface (delayed delivery to carrier, just like modules and ships are transferred between stations) or to donate credits to construction site to make it import goods slowly.

I do not intend to start colonization claim with orbis station again and my attempt was for test purpose only. I want to see how it will effect population growth when compared to system I have claimed with simple outpost as primary port. I do have plans to build planetary port later... slowly.

Edit: In general I do not object to the idea but I think we need other solution more.
 
3 weeks, one carrier worth of delivery per day (around 11-13k, since I like to have ample reserve of tritium too), along with few days off the schedule due to various RL reasons- this is how I did it.
Instead of modular construction what I think we need more is alternate way to complete or aid construction process.
For me it would be a lot easier if I had ability to use carrier cargo hold in market interface (delayed delivery to carrier, just like modules and ships are transferred between stations) or to donate credits to construction site to make it import goods slowly.

I do not intend to start colonization claim with orbis station again and my attempt was for test purpose only. I want to see how it will effect population growth when compared to system I have claimed with simple outpost as primary port. I do have plans to build planetary port later... slowly.

Edit: In general I do not object to the idea but I think we need other solution more.
This is why I suggested this. There are tons of ideas that amount to:
a) Lowering the amount of hauling needed.
b) Automation of some kind to remove hauling partially or all together.
c) Replace hauling with someone else's preferred gameplay.
I do not believe colonization's hauling needs to be diluted by "alternatives." I like that we finally have hauling gameplay. I just feel that if single players are going to keep trying to build the largest stations, it would be helpful because even though the hauling would be the same you wouldn't have such a long period of time with nothing to show for it. You have interim goals you can meet as you go. I think that improves the paychology of it some.
 
Well thanks to colonization I have something to do in game. I'm satisfied with that and ability to listen to audiobook while doing so or I should rather say that I can haul stuff while listening to audiobook:)
Modular stations idea can be expanded further, for example by allowing players to gradually choose which modules to build (imagine livery interface for stations for example). I'm not only talking about visuals alone but also a way to choose station properties too (such as economy type etc.). I'm just not sure how this change would affect game performance.

You can always post this idea, maybe not only for Orbis station but also for other larger structures, in topic made by developers regarding colonization.
 
Well thanks to colonization I have something to do in game. I'm satisfied with that and ability to listen to audiobook while doing so or I should rather say that I can haul stuff while listening to audiobook:)
Modular stations idea can be expanded further, for example by allowing players to gradually choose which modules to build (imagine livery interface for stations for example). I'm not only talking about visuals alone but also a way to choose station properties too (such as economy type etc.). I'm just not sure how this change would affect game performance.

You can always post this idea, maybe not only for Orbis station but also for other larger structures, in topic made by developers regarding colonization.
I guess I didn't explain well enough, sorry. It was intended to be step by step and gradual. You first build the docking cylinder and it's there. Then you choose an expand option and get a choice of what's next. You build that next piece and it gets added. Then you expand again. Each indivdual piece has a commodity requirement between a Planetary Outpost and a Coriolis station. I'll clarify in the original post.

I also specified an economy module which determines the economy.
 
A staged construction would make much more sense both for 'realism' and in game player 'fun'.

I also believe there should be more to being an architect than pointing to a spot in a system and saying "build a mega structure there!". Being able to select select various features of a facility would give the colonization update a bit more depth. Features including both physical appearance, services provided, and economy.

But.... to be realistic maybe Frontier bit off a bit more than it could chew for this update. Perhaps they should have scaled back the scope so they could release something in the scheduled timeframe that is in a more completed state and ready for Beta Testing.
 
This is why I suggested this. There are tons of ideas that amount to:
a) Lowering the amount of hauling needed.
b) Automation of some kind to remove hauling partially or all together.
c) Replace hauling with someone else's preferred gameplay.
I do not believe colonization's hauling needs to be diluted by "alternatives." I like that we finally have hauling gameplay. I just feel that if single players are going to keep trying to build the largest stations, it would be helpful because even though the hauling would be the same you wouldn't have such a long period of time with nothing to show for it. You have interim goals you can meet as you go. I think that improves the paychology of it some.
True enough.
We have crew, why can't I pay my crew to run cargo from the carrier to the build site? (same idea as module transfers)
Also it would be really really nice if carrier navigation wouldn't 100% of the time put you on the opposite side of the planet from your build site or ground location.
 
The problem with providing a challenge for squadrons and other large community groups is that solo player try to go for it as well. Then, unsurprisingly, they struggle on their own.

This idea, whilst good for overcoming the "I'm struggling to do this solo" situation has the following downsides
  • It removes the challenge intended for organised groups.
  • It allows a solo player to achieve a basic build, which they will then struggle to extend. I would expect to hear "I've built this basic Orbis structure and it doesn't allow me to do much".
  • It does stop people complaining about all that grinding. You won't do that unless you let them build any station or starport with one or two loads of materials.
I've not attempted colonisation yet, so the following may be completely wrong, but isn't the first structure built the only one that is time restricted? Could you not build a small port as the first one and then do a Orbis station as a subsequent build?
 
The problem with providing a challenge for squadrons and other large community groups is that solo player try to go for it as well. Then, unsurprisingly, they struggle on their own.

This idea, whilst good for overcoming the "I'm struggling to do this solo" situation has the following downsides
  • It removes the challenge intended for organised groups.
I don't see how. You still have to haul the same amount to complete it. So it's the same challenge to be completed. And both would get the benefits of customization.
  • It allows a solo player to achieve a basic build, which they will then struggle to extend. I would expect to hear "I've built this basic Orbis structure and it doesn't allow me to do much".
This is where we disagree! It puts each module close to the realm of the other construction projects, and you need to build lots of those. If someone builds the docking cylinder and then complains they can't build the next piece, then they would also complain that after they built a starting outpost, they couldn't possibly build anything else. Each piece would be between an outpost and a surface settlement in cost.

  • It does stop people complaining about all that grinding. You won't do that unless you let them build any station or starport with one or two loads of materials.
I think it would help because I think most of the complaints come from the Orbis and Ocellus builders. Individually the others aren't that many trips
I've not attempted colonisation yet, so the following may be completely wrong, but isn't the first structure built the only one that is time restricted? Could you not build a small port as the first one and then do a Orbis station as a subsequent build?
You are correct! That doesn't stop people from A) making an Orbis or Ocellus port, or B) getting frustrated because it's not built right away. I sort of get B. It's rough to put tons of effort into something and see no results at all for a long time. Sure it'll eventually happen, but there's no feeling of progress.
It'd be like if no matter how many constructions you set and complete, the game wouldn't put them in the system until you completed delivering enough to fill up every available slot. I definitely wouldn't have completed all my builds!
 
Sure it'll eventually happen, but there's no feeling of progress.

Sure there is! The little bar graph to mark the progress, its what I live for! /s

Stn Progress.png
 
I've not attempted colonisation yet, so the following may be completely wrong, but isn't the first structure built the only one that is time restricted? Could you not build a small port as the first one and then do a Orbis station as a subsequent build?
That is absolutely correct.

To put it perspective, building my Ocellus Stn:
  • I am pretty sure I have put more hours than ranking up PP to 100.
  • Definitely more than the cumulated time I spent unlocking the ship engineers.
  • A journey to Beagle Point and visiting lots of places in less time.

I'm not saying it shouldn't take massive effort. And maybe cmdrs shouldn't do it solo (of course they will). But a single effort that size in effort should have more than a bar graph to mark progress.
 
I don't see how. You still have to haul the same amount to complete it. So it's the same challenge to be completed. And both would get the benefits of customization.
In order to make building a structure challenging for a group of people you have to, by definition, make it n times more difficult for an individual (where n is number of people in the group). You can therefore make it challenging (but manageable) for a group, but very difficult for an individual, or you can make it challenging, but manageable, for an individual, but too easy for a group of commanders. You cannot do both. I believe that FDev were trying to provide a group activity that solo commanders could (at a struggle) also achieve.
This is where we disagree! It puts each module close to the realm of the other construction projects, and you need to build lots of those. If someone builds the docking cylinder and then complains they can't build the next piece, then they would also complain that after they built a starting outpost, they couldn't possibly build anything else. Each piece would be between an outpost and a surface settlement in cost.
If you break it up into modules then the combined effort is still the same, but at least you get rewards for each stage of development. I therefore believe that it is a good idea, I just don't think if will satisfy those that want to complete the game in 5 minutes.
I think it would help because I think most of the complaints come from the Orbis and Ocellus builders. Individually the others aren't that many trips
I am agreeing with you that it is a good idea, I just don't think it will satisfy everyone.
You are correct! That doesn't stop people from A) making an Orbis or Ocellus port, or B) getting frustrated because it's not built right away. I sort of get B. It's rough to put tons of effort into something and see no results at all for a long time. Sure it'll eventually happen, but there's no feeling of progress.
It'd be like if no matter how many constructions you set and complete, the game wouldn't put them in the system until you completed delivering enough to fill up every available slot. I definitely wouldn't have completed all my builds!
I don't disagree. The large stations need to be broken up into a multiple modules, a bit like the ISS. Especially if you could alter the configuration. However you will not satisfy the "I want the biggest gun straight away and jump from the Bubble to Colonia tin one jump" brigade.
 
That is absolutely correct.

To put it perspective, building my Ocellus Stn:
  • I am pretty sure I have put more hours than ranking up PP to 100.
  • Definitely more than the cumulated time I spent unlocking the ship engineers.
  • A journey to Beagle Point and visiting lots of places in less time.

I'm not saying it shouldn't take massive effort. And maybe cmdrs shouldn't do it solo (of course they will). But a single effort that size in effort should have more than a bar graph to mark progress.
Like I said, I think it is suppose to be a group activity, like some of the more difficult missions. Perhaps FDev should have marked it with a "group" icon.
 
I love the idea and originally thought colonization would have something like this.

I'm not a fan of reducing goals, but making intermediary building like this would be a great way to give players a sense of accomplishment for reaching partial progress. Especially solo ones tackling a T3, they're very doable but take a long time to finally see results.

I could even see T4 structures (likely limited to 1 per system and not costing any points to avoid any retroactive "I bricked my system and can no longer get enough points/slots for it" problems) happening with a system like this.
 
Can I send them off to hunt bounties? Or out into the black to discover systems and collect bio samples?
I'm thinking that there is a slight skill difference between carrying a box from point A to point B an hunting down a person trying to escape. But longshoremen would be great.
 
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