So I've met about the fifth person by now, who ultimately only got to colonize small systems with non-landables (0 settlement/hub cap) and asteroid belts. They have a fantastic atmosphere, especially for criminal-themed outposts, installations.
The problem with such idillic spots (despite their comparably poor construction options) is that once you finish your i.e. asteroid base there as a central hub, you will end up with a station that doesn't even have crucial services like outfitting nor shipyards. This makes such systems useless to their architects for the most part, who spent a considerable amount of time hauling and planning the overall layout of this by default limited system. Any newely-built large-landing pad-equipped station should have at least the option to install critical infrastructure like a shipyard in a spaceship game.
In my opinion, if ultimately players had the option to deliver additional commodities/credits to these lacking stations, and could actually spend it on "building out", "upgrade" services that are missing, it would actually allow players to make something out of otherwise low prospect empty systems. Station services should only depend on the type of starport that was built up, not fringe metrics like celestial body presence, or population (especially how the latter is sort of hard-coded with the station itself) or whatever madee this specific asteroid base lack such vital infra.
I find it rather hilarious how this asteroid base is basically "higher" tech than a simple coriolis according to it's metrics, yet they still haven't figured out how to store ships or modules on it yet.
The problem with such idillic spots (despite their comparably poor construction options) is that once you finish your i.e. asteroid base there as a central hub, you will end up with a station that doesn't even have crucial services like outfitting nor shipyards. This makes such systems useless to their architects for the most part, who spent a considerable amount of time hauling and planning the overall layout of this by default limited system. Any newely-built large-landing pad-equipped station should have at least the option to install critical infrastructure like a shipyard in a spaceship game.
In my opinion, if ultimately players had the option to deliver additional commodities/credits to these lacking stations, and could actually spend it on "building out", "upgrade" services that are missing, it would actually allow players to make something out of otherwise low prospect empty systems. Station services should only depend on the type of starport that was built up, not fringe metrics like celestial body presence, or population (especially how the latter is sort of hard-coded with the station itself) or whatever madee this specific asteroid base lack such vital infra.
I find it rather hilarious how this asteroid base is basically "higher" tech than a simple coriolis according to it's metrics, yet they still haven't figured out how to store ships or modules on it yet.