New Station Types - Design Discussion

It's a big galaxy, and there's a lot to see there - and even on Earth life can be sustained in the most unusual places. I thought then that it might be interesting to have a thread where we can bat back and forth ideas of different places to dock at. While I can understand the nostalgia of planetary landings I never saw the appeal myself - it seems so thematically inappropriate, in a game of exploring the cosmos why are we in such a rush to chain ourselves back to gravity? - and there are still a lot of diversity out there in the void to find first. To get the ball rolling, here's one type that I have been thinking about recently:

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Promethean Station - Solar Refinery

The concept of the fuel scoop taken up not just to 11 but 11,000, a Solar Refinery is a station dedicated entirely to the harvesting of solar wind and its processing into fuel for a thirsty galaxy of Powerplay fleets and roving Commanders. These stations, like a mushroom crowned with an enormous Red Dwarf-style ramscoop float in the very corona of a star and greedily vacuum up its emissions. Prometheans are harsh, stripped-down environments with little in the way of comforts and consequently basic commodities are in high demand there, especially metals as the crew are in a constant battle to replace the crucial heat shielding being inexorably eroded away by the scouring particle gales blasted out by the relentless star. Luxury goods tend to be unwanted because they're just extra bulk in a bare functional place, although you may occasionally luck out with a brief demand by a beleaguered crew going stir-crazy to eat anything other than food cartridges.

Consequently visiting a Promethean Station can mean a big payday for miners and other traders in metal. However, what makes a solar refinery special and more just a place for everyone to flock to and make a quick buck is their difficult-to-reach location. Because they are literally in the star's atmosphere you must fly only within a very strict, narrow corridor, approaching the station in its dark-side shadow - if you stray out of this tight space in the later approach you best have heat-sinks primed because you're going to be instantly roasted. This is going to demand that Commanders pay attention to the way they fly and approach from a correct vector, rather than just throttling to the blue line and letting supercruise control handle the rest. Also because the stations only have finite space as there's only so much that can be enveloped within the heat shield's shadow and much of what is there is given over to maximising fuel refining, despite their constant need the demand for metal fluctuates as they just run out of space to store it. You can make a big profit out of Promethean but you then have to time your visit carefully, it isn't just an unlimited easy trade route.

There is also opportunity for special events around a Promethean solar refinery. Say for instance the refinery has been badly damaged by an unexpected solar flare. The shield is cracking, the fuel tanks are leaking and catching alight and the firefighting equipment is exhausted, and the station is literally disintegrating. An evacuation ship has arrived but since the station is damaged it's starting to wobble and the capital vessel can't approach it safely as the shadow-corridor keeps shifting. Commanders are thus called upon to fill the breach, playing an interdiction-like minigame as they follow shifting re-entry and exit vectors as they approach the station, pick up a load of evacuating crew and boost out again to stay in that critical - and increasingly drunkenly unstable - corridor. At the end of the event if you survive you get to sit in a higher orbit and watch the station explode spectacularly as the solar tides literally rend it asunder and flay it to the bone. For a week or so the station will be inaccessible - it will eventually be regenerated ("a new refinery towed into position") so people can visit it again but in the meantime everyone who took part in the evacuation gets a local rep boost depending on how many loads of crew they rescued, reduced proportionately if there were still any unfortunates left on the station who didn't have time to escape before it was destroyed - this is a way to make the "population size" statistic of a station relevant too.

I like the idea of such a station as it reinforces just how inimical and hostile an environment space can be, and make travel more than just uneventful timesink between two points of interest.

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What does everyone else think? Viable concept or ridiculously out-of-place? What other station types can we think of?
 
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When it comes to stations, Id love to see many more. Always loved the station system of the X-Universe. Huge solar stations and the ring around the earth with its giant weapons *_*
Why do all stations have (nearly) all items? Why not solar stations where you can get cheaper or maybe better fuel (you would just need less). Or you cant refill your ammo at any station, you would have to jump 1-2 times to rearm in a station made for weapons and ammo.
 
The idea of the solar refinery is great. Especially the flight corridor to stay in the shadow. However quick calculations indicate that the heat shield for the corridor will need to be very large to provide an appreciable approachable length corridor. If what I say is unclear why, I'll update this post tomorrow with pictures explaining the why this is needed.
 
Given the large scale and fast speeds of supercruise I agree that you would need to account for the small size of the station against the hugeness of the sun, which would make it very easy to overshoot. Perhaps in a higher orbit directly above the station there's a "Channel Buoy" signal source that you drop out into first. From this point you receive pilotage telemetry telling you which direction to move in to stay in the shadow-corridor.
 
Tube/Disc station - sort of like an open (or more open) but more barebones coriolis and is between an Outpost and a Coriolis

Full O'Neill Colony - an absolute massive tube. Think longer than an Orbis, with the diameter of the Orbis hab rings all the way through. These gigantic colonies house millions or even billions in, and are even more gigantic than the orbital cities we have. They would be around Sol, Achenar and maybe Alioth, and some very wealthy independent systems (e.g. Sirius) and be pretty rare.

Navy Carrier - a mix between a station and a Capital ship. Navies send these out, and they act as defacto naval bases for the faction and become a hub for supplies.
 

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Ian Phillips

Volunteer Moderator
Can't post links to it. There's ban for that. They have same cruel rules here as in ED universe.
That's a funny thing to say!
You can make a post on this forum but then you say there is a forum rule to prevent you from posting a link to it?

I'd be really interested to know which rule that is :D
 
That's a funny thing to say!
You can make a post on this forum but then you say there is a forum rule to prevent you from posting a link to it?

I'd be really interested to know which rule that is :D

There's a rule for it somewhere. I'm sure if you look hard enough you find some small text saying, there's ban for that. There's ban for everything.
 
Tube/Disc station - sort of like an open (or more open) but more barebones coriolis and is between an Outpost and a Coriolis

Full O'Neill Colony - an absolute massive tube. Think longer than an Orbis, with the diameter of the Orbis hab rings all the way through. These gigantic colonies house millions or even billions in, and are even more gigantic than the orbital cities we have. They would be around Sol, Achenar and maybe Alioth, and some very wealthy independent systems (e.g. Sirius) and be pretty rare.

Navy Carrier - a mix between a station and a Capital ship. Navies send these out, and they act as defacto naval bases for the faction and become a hub for supplies.

The O'Neill Cylinders should be the same Diameter as the Orbis Stations rings should they not?
That would be a sight to see!

Even just Capital ships to dock at, trade with and run missions for.

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I'd already be happy if we finally got :
- Empire Stations with Empire Design and some Empire-specific functionaliy
- Federation Stations with Federation Design and some Federation-specific functionaliy
- Alliance Stations with Alliance Design and some Alliance-specific functionaliy

... and seeing some Independent Systems having their own variations to all that.

But for the time being.... all the same, maybe with a Decal slabbed onto them (which might even be obsolete after a Station changed ownership ;) ) and some Text on the Station entry.

That all goes along with the "more of the same" Syndrome that the Game still exhibits in many places.

I like the idea of Standardization in Human space, a few more touches to the stations to make them fit the aesthetics for the Great Powers would be nice.

There are already a few stations that need repainting, which as you said if stations had a Faction based Aesthetic would go a long way in showing when system change hands if you have an Imperial looking station in Federation Red and the ID number
 
Space elevator stations - Assuming the maths work, and the platform is far enough from the planet, it would end in a station/platform. You'd then see elevators from time to time coming up/down the "pipe" to/from the surface.

Dead stations/platforms - Derelict stations/platforms that spawn rare items every now and then. Missions could be offered to go to these and collect an item. No doubt pirates like being in/around them :)

Both suggestions from here - https://forums.frontier.co.uk/showthread.php?t=95448
 
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Tube/Disc station - sort of like an open (or more open) but more barebones coriolis and is between an Outpost and a Coriolis

This sort of open-air (so to speak) station could offer an interesting play mechanic as well if some governments institute "border controls" - when you warp into a system, a Tube station is in close proximity to the star and you are instructed to fly through (not necessarily land in, to save time) the centre of the tube as a customs post. You might just have to fly through with the government only wanting to keep tabs on traffic, you might have to submit to a ship scan, or you might be charged a visa tax to be allowed to fly in the system. You can choose to ignore the tube station and continue flying on as normal, although you incur a fine and the police start pursuing you as a blockade-runner.
 
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