Starports must have working Shipyard and Outfitting from the start

All Starports (Coriolis/Asteroid/Ocellus/Orbis) must have a working Shipyard and working Outfitting from the moment hey are complete. That's why we are investing serious time and work, to bring in our other ships and transfer modules/equipment.

Shipyard can be empty, with no ships in offer (work your system, Architect), same goes with Outfitting, zero modules in the store, just a place where to transfer what we have elsewhere. All the improvements can be earned later.

Please FDevs, use your convoluted calculations for later markets and economies and missions and whatnot on Starports, when and upon finishing off this or that, but this is the basic need - if we work our arses off hauling to make a starport, make those two core attributes of a Starport functional from the start.

Thank you.
 
All Starports (Coriolis/Asteroid/Ocellus/Orbis) must have a working Shipyard and working Outfitting from the moment hey are complete. That's why we are investing serious time and work, to bring in our other ships and transfer modules/equipment.

Shipyard can be empty, with no ships in offer (work your system, Architect), same goes with Outfitting, zero modules in the store, just a place where to transfer what we have elsewhere. All the improvements can be earned later.

Please FDevs, use your convoluted calculations for later markets and economies and missions and whatnot on Starports, when and upon finishing off this or that, but this is the basic need - if we work our arses off hauling to make a starport, make those two core attributes of a Starport functional from the start.

Thank you.

This is a no-brainer to me. I mean come on, it's pain-inducing to build one of these. How can these services NOT be working as part of the base-kit? It's absurd and needs fixing ASAP.
 
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Wednesday, Thursday, big difference... it's important they've acknowledged that shipyard and outfitting is what makes starport a Starport, and it should be there from the start, with no preconditions.

How they are stocked of course is another thing, "work for it, Commander", no problems there.

Thank you FDevs!
I don't care how it's stocked. I just want my shipyard back. It's just a glorified gas station ATM.
 
I don't care how it's stocked. I just want my shipyard back. It's just a glorified gas station ATM.
It is weird that a port would be built without a parking place to put ships.

I am often surprised that surface settlements don't have parking lots for a bunch of ships. Not with refueling, repair, etc. Just a place where a ship gets parked beside a settlement without blocking access for more ships to arrive. I realize the underground parking lot is good for completing the game illusion that our ships are there even when we logged out.
 
We NEED the Shipyard Ability to be Open, even if only to serve as a Means of Parking and Switching between Ships.
I'm currently Building a Tier 3, ON MY OWN, just so that I can Park my Type-9 for the time being.

I would also insist that we NEED an Outpost with Large Landing Pads, to prevent Outpost Griefing Systems.
Player keep Dropping Outposts, and frankly, it's getting annoying, Large Ships can't Dock to Refuel at those Outposts.



Tier 2 Coriolis HAS TO HAVE Shipyard, out of the Gate.
It doesn't need to be a Fancy one, we just need to be able to Park our Ships, and be able to switch between them.
 
Player keep Dropping Outposts, and frankly, it's getting annoying, Large Ships can't Dock to Refuel at those Outposts.
You know, it actually didn't cross my mind how problematic that was until just now.
The whole 'can't trade / outfit' with large ships is generally expected; but the refueling part can often be overlooked especially when there is a large number of chains that don't allow such.
Even large non-haulers would still be required to outfit a fuel scoop just to get anywhere beyond the initial bubble.

Even as a fuel stop, the outposts can't even do that when it comes to large ships.
Quite glad they did change the initial construction levels for the bigger stations now.
 
You know, it actually didn't cross my mind how problematic that was until just now.
The whole 'can't trade / outfit' with large ships is generally expected; but the refueling part can often be overlooked especially when there is a large number of chains that don't allow such.
Even large non-haulers would still be required to outfit a fuel scoop just to get anywhere beyond the initial bubble.

Even as a fuel stop, the outposts can't even do that when it comes to large ships.
Quite glad they did change the initial construction levels for the bigger stations now.

I noticed this when I was gathering Cartography Data for a System I really want.
Over 5,000 LY away from the nearest Large Space Station, and around 4,500 LY from ANY Inhabited Space.
I noticed that, if I had have been in something other than my Asp, I wouldn't stand a chance.
The other thing about these outposts was that, I noticed that they would be of no help to anyone for anything.
Most Services, including just providing Missions, were Offline.
I couldn't sell ANY of my Cartography Data, which after a 5,000 LY Trip there and back again (10,000 LY Total), was well over 25 Million.
I went out to Scan a Specific System, found it was too big anyway, took a bit of Damage, and had to race back before my Window Broke.
 
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