Diversify Structure Types

Literally every other space game I've ever played has many many kinds of structures in the game. (EVE, the X3 games, Entropy, obviously Star Citizen, and even tablet space games like Galaxy on Fire LOL) Its not a huge gripe of mine, but I am a bit tired of seeing the same two buildings in the game, aren't you?

Outside of any freelancing, all of our economic, political, commercial, and combat endeavors originate from, and are finalized in, one kind of structure: the 'station' or 'outpost'. If Frontier implemented more types of structures then gameplay would greatly benefit. In addition to the current stations and outposts, new structures could include:
- Military Complexes
- Ore Processing Plants
- Shipyards
- Pirate Bases
- Energy Facilities
and more

By diversifying the structures within the game, our desired mission types would come from the appropriate structure. Currently, all mission types are at the station. Why is this? Where are all the shipyards? Where are all the military structures? Are they refining my ore in the back of the station?

One structure cannot house all the needs of an interplanetary society, much less an interstellar one. The current stations could remain the main trading, agricultural, and commercial centers, but more specialized areas required specialized facilities.

Shipyards
- Cargo missions (deliver Ceramic Composites or Computer Components to this Shipyard so we can build ships)
- Deliver missions (deliver a Cobra to this station in another system to this customer, we'll compensate you if you buy a sidewinder to get back here)
- Perhaps here, at a Shipyard, you can view a catalog of other shipyards' stock?
- Here you could outfit your ship with modules, but they don't have the best rated weapons

Military Complex
- Combat missions
- Cargo mission (deliver Battle Weapons, or Reactive Armor, or Explosives to this Military Complex)
- Espionage mission (find and deliver Military Intelligence documents, or Military Plans)
- While a military complex wouldn't have the best ship modules, they would have the best weapons/combat module selection

Ore Processing Plant
- Mining missions
- Cargo missions (we need 50 Mineral Extractors delivered)
- Prospecting missions (we need you to prospect 20 asteroids in this specific ring around a planet so we can expand)

Energy Facilities
- Cargo missions (we need you to remove 50 tons of Toxic Waste from our facility, or deliver to us Advanced Catalysers)

Emergency Facilities
- Cargo missions (we need you to deliver Basic Medicines or Food Cartridges)
- Donation missions

These facilities would all follow the same rules that currently exist, with regards to minor faction influence. A controlling faction might own most of the facilities, but if a minor faction wants to overtake the system and gain control of the various facilities, then the same kinds of activities would be required (combat, bounty hunting, trading, whatever it takes to overthrow a minor faction within a system)

The stations cannot possibly be refining our ore, constructing military weapons, building ships, feeding millions of people, and managing our energy needs all in one structure.

My list isn't supposed to be complete, just a thought I had while driving home from work! :)
 
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Interestingly outposts have quite a few variations: Civilian, Military, Scientific, Industrial, Pirate.
It would be nice to see more specialised structures where you can tell what they and what they sell/buy just by looking at them.
Maybe massive antimatter factory down near the local star converting sunlight into antimatter. Huge solar arrays and accelerator rings.

I would also like to see some aesthetic difference between Imperial and Federation structures. After all

Imperial design puts an emphasis on the glamorous, glorious, and aesthetically beautiful, with extravagance in abundance. Everything in the Empire looks impressive, from their cities, to their ships, right down to the clothes worn by Imperial subjects.

CMDR CTCParadox
 
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