This is an extension (and summary) of a discussion thread 'HOME.. what would make a station home for you' started by nosscar, but specifically trying to accumulate feature suggestions that could be wrapped up into a single '[REQUEST]' dev item on the Gameplay and Features forum. If anyone comments in this thread I'll update this top post. Of course there are Commanders that aren't interested in a base so this isn't for everybody.
The concept is that players could end up with a station they think of as 'theirs', if we can understand what that would actually mean.
There's actually two different possibilities:
(i) any player can nominate any station as 'home' which customizes station behaviour towards the player, including multiple players choosing the same station (this should be simpler than next option)
(ii) assume a model of exclusive single-player ownership of stations so that player can be given limited 'admin rights' over that station, e.g. make it hostile to players with Empire ranks.
Gameplay opportunity:
* it gives the player something to spend money on in addition to their ship
* it gives the player an opportunity to demonstrate their wealth in-game in a highly visible way
* adds validity to the 'single universe' multi-player concept ("come see my station"...)
* the economics/dynamic market aspect of E : D can be extended to the property market (e.g. station prices could be higher near the faction capitals)
* there's an additional combat opportunity if players control station weapons
Possible features
Low program development effort:
+ allow ships to be stored in a single station (regardless of where you buy the next one)
+ similar to ships, allow 'storage' of swapped out components
+ provide tailored scan and docking messages for players that have docked more than X times within the past time period (i.e. "Welcome home, Commander")
+ allow a player to 'flag' a system as their chosen home, so game can respond accordingly to home player, friends of home player, and visitors
+ rename a station for X million credits, limit this to one per player - you can rename another one but the first goes back to default.
+ build a load more station types, so a personal preference makes more sense (this might be high effort, but modelling not programming)
+ provide different 'styles' of station interiors, from tropical to retail. Currently they are all mostly parking lots. (as above)
Medium development effort:
+ Allow 'home player' adjustments to enable/disable features of station e.g. number of docking bays, whether it has loitering or trespassing penalties
+ allow 'stored ships' to be permanently on display in docking bays of 'home' system, rather than hidden in storage. ("a personal 'hangar' like in World of Tanks")
+ a private landing pad. I don't want to have to ask for docking permission at my "home", or have it attempting to gun me down if I don't.
High development effort
+ when walking in stations comes along, allow view of stored items (components or ships)
+ Allow player to configure a new station, i.e. construct it from standard modules, limit of one per player
+ allow player to control "importing/producing/exporting what I want it to, prohibiting goods I tell it to prohibit."
+ be able to upgrade it with modules to give it more storage space / production capability / landing pads.
The concept is that players could end up with a station they think of as 'theirs', if we can understand what that would actually mean.
There's actually two different possibilities:
(i) any player can nominate any station as 'home' which customizes station behaviour towards the player, including multiple players choosing the same station (this should be simpler than next option)
(ii) assume a model of exclusive single-player ownership of stations so that player can be given limited 'admin rights' over that station, e.g. make it hostile to players with Empire ranks.
Gameplay opportunity:
* it gives the player something to spend money on in addition to their ship
* it gives the player an opportunity to demonstrate their wealth in-game in a highly visible way
* adds validity to the 'single universe' multi-player concept ("come see my station"...)
* the economics/dynamic market aspect of E : D can be extended to the property market (e.g. station prices could be higher near the faction capitals)
* there's an additional combat opportunity if players control station weapons
Possible features
Low program development effort:
+ allow ships to be stored in a single station (regardless of where you buy the next one)
+ similar to ships, allow 'storage' of swapped out components
+ provide tailored scan and docking messages for players that have docked more than X times within the past time period (i.e. "Welcome home, Commander")
+ allow a player to 'flag' a system as their chosen home, so game can respond accordingly to home player, friends of home player, and visitors
+ rename a station for X million credits, limit this to one per player - you can rename another one but the first goes back to default.
+ build a load more station types, so a personal preference makes more sense (this might be high effort, but modelling not programming)
+ provide different 'styles' of station interiors, from tropical to retail. Currently they are all mostly parking lots. (as above)
Medium development effort:
+ Allow 'home player' adjustments to enable/disable features of station e.g. number of docking bays, whether it has loitering or trespassing penalties
+ allow 'stored ships' to be permanently on display in docking bays of 'home' system, rather than hidden in storage. ("a personal 'hangar' like in World of Tanks")
+ a private landing pad. I don't want to have to ask for docking permission at my "home", or have it attempting to gun me down if I don't.
High development effort
+ when walking in stations comes along, allow view of stored items (components or ships)
+ Allow player to configure a new station, i.e. construct it from standard modules, limit of one per player
+ allow player to control "importing/producing/exporting what I want it to, prohibiting goods I tell it to prohibit."
+ be able to upgrade it with modules to give it more storage space / production capability / landing pads.
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