The coming age of the personal space station.
Posted: Tue May 01, 2012 3:53 pm
Pleb's personal station thread, and the forthcoming ability to mod a "garage" for your ships, got me thinking about the whole "buy a personal space station/ rock hermit" idea that crops up every now and again (and that Pleb is apparently working on.) One of the complaints about such an OXP is that your station becomes a source of free money. You buy it, leave it sitting there and come back every now and again for free fuel and repairs and to collect your dividend.
However it doesn't need to be like that. With the advent of ship-storage, I think these oxps become inevitable. the question then becomes not "can it be done/ should it be done" but "How do I make it a worthwhile addition to the game/ how do I balance it"?
With that in mind, and not wanting to clog up Pleb's fine thread with unrealistic demands and wishlists, I humbly submit the following:
First up, stations need to be vulnerable to attack: Not just when the player is in system, but when he's away too. They can be destroyed, damaged or suborned. Obviously the chance of attack should be variable (how safe is the system it's in? Has the player made any powerful enemies?)
Secondly, any income the station generates should not be guaranteed. I'm thinking a random number generator, which can produce positive or negative income, modified by the local economy of the station's system, its place within the galactic map (on a trade route? Lots of other systems within 7LY?) and by various choices made by the player (below). By making the right choices, you could probably constrain the limits of the RNG to always or nearly-always turn a profit, but at the cost of increased risk of a catastrophic and very expensive space-station destruction.
They key to all this is to force the payer to make choices. So, rather than buy off-the-shelf space stations, the player has to fit out a bare hull in an attempt to balance profitability, defence, location, and the player's desire to have a personal space to store cargo, ships etc. We're heading into EVE/GSB/strategy territory, but that's not necessarily a bad thing.
That way you could design your station to run at a profit or a loss: a trade-oriented base that makes you lots of money, but requires constant babysitting, or a heavily-fortified private palace that looks after itself but you have to work like a dog to pay the maintenance on month after month.
You'd have a standard "bare space station" hull, or preferably a choice of several different ones for different prices. The hull would have a certain amount of module spaces that you can fit modules into, each module providing some benefit to the station (profit, ship berths, defensive capabilities). As well as the up-front cost, certain modules would have ongoing costs as well: crew wages, maintenance, fuel/ energy overheads etc. You could also buy ongoing service contracts (defence, refuelling) for your station.
A small selection of the modules and services that might be available: (numbers pulled out of thin air with no respect for balance):
- 2 ship berths: (10kcred upfront, 1 module, 100 cred/month upkeep) Increases your berthing capacity by two ships. Berths can be used by visiting traders, on-station defence ships or as the owner's personal garage. The more free berths available, the greater the potential for trade and profit.
- 5 ship berths: (15kcred upfront, 2 modules, 250 cred/ month upkeep). Increases your berthing capacity by five ships... ... ...
- Large ship docking: (100kcred upfront, -1 ship berth, 0 upkeep). Widen docking tunnel and modify berths to accept unusually large ships.
- Trade facilities: (30kcred upfront, 1 module, 400 cred/ month upkeep) Includes cargo handling and storage, sub-ether market links and recreational / commercial areas for visitors. Depending on the local economy and available ship berths, you can expect each trade module to generate around 1200 cred/ month.
- Hotel: (35kcred upfront, 1 module, 600 cred/ month upkeep) Encourage visitors to stay at your station, either for local tourism or stopping over to await transit to other locations. Will generate up to 1000 cred/ month income depending on local economy & tourist attractions, location within system and number of systems within 7LY. Will also increase availability of passenger missions at your station.
- Warehouses: (8kcred upfront, 1 module, 10 cred/ month upkeep) Increases the cargo capacity of your station by 1500 tons. Increased cargo capacity improves the profitability of your trade facilities. Like berths, players can make a certain amount of station cargo space "private", negating its usefulness to local trade, but allowing long-term protected storage of goods.
- Workshops: (25kcred upfront, 20 cred/month upkeep) By renting industrial or commercial space out to local entrepreneurs, you can not only collect rent, but increase the trade potential of your station. Some workshops might even produce sought-after specialist cargoes, which will appear on the station trade boards. Each workshop module can be subdivided and rented out for a total income of up to 100 cred/ month.
- Plasma turrets: (50kcred upfront, 1 plasma turret mount, 200 cred/ month upkeep). Plasma turrets. 'Nuff said.
- Weaponised navigation buoy: (3kcred upfront, 50 cred/ month upkeep). Replace your navigation buoy with a beam-laser equipped stationary weapons platform. Won't last long in a fight, but it might keep the pirates busy long enough for proper defences to launch.
- Missile racks: (25kcred upfront, 400 cred/ month upkeep+missile replenishment fees). Banks of ECM-hardened missiles will cheerfully blow the crap out of anything that looks at you funny.
- Basic shield generator: (10kcred upfront, 1 module, 50 cred/ month upkeep). Provides your station limited defence against hostile or accidental weapons fire/ collisions.
- Intermediate shield generator... ... ...
- Energy banks: (15kcred upfront, 1 module, 100 cred/ month upkeep). Provides high-capacity energy storage and rapid transfer. Highly recommended if you have anything more than the most basic weaponry or shielding installed. This module will greatly increase your station's fuel requirements.
- Basic Shipyard facilities (10kcred upfront, 1 module, 50 cred/ month upkeep): Offer your visitors basic hull and equipment repairs. Will provide an income of up to 50 credits per month depending on facilities available elsewhere in system and berthing availability
- Intermediate Shipyard facilities (30kcred upfront, 1 module, 100 cred/ month upkeep): Offer your visitors all the service of a tech-level 5 shipyard. Will provide an income of up to 10 credits per month depending on facilities available elsewhere in system and berthing availability
- Advanced Shipy...
- Refuelling service. (1kcred upfront, 0 modules, 40 cred/ month upkeep). Sell fuel to visiting ships for a profit. Obviously you will need a steady supply of fuel and free berths.
- Quirium collection fields: (10kcred upfront, 1 module, 10 creds/ month upkeep) An invisible, kilometres-wide electromagnetic field generated around the station catches space-borne quirium ejected by the local star, and funnels it into the module's advanced fuel processing facilities. Proximity to the star will affect output. Make sure your station always has fuel to offer its customers, as well as energy for its own needs.
- Doughnut shop: (5kcred upfront, 1 module, 2 cred/ month upkeep) By encouraging the local police forces to spend time in your station, you can discourage the wrong kind of visitor, while also earning a little rent (10 cred/ month) from a local fast-food franchise.
- Billboards: (3kcred upfront, 10 cred/ month upkeep) Gigantic electronic screens on the exterior of your station and/ or navigation buoy can display anything you want them to, from your own personalised livery to YAH advertisments.
- Basic Security service: (500 cred/ month)Two sidewinder fighters will reside in your station. 6 pilots work in rotating shifts to provide you with a 24-hour immediate-launch capability in the event of trouble. Occupies 2 ship berths.
- Intermediate security service: (800 cred/ month) Two viper fighters will reside in your station. 6 pilots work in rotating shifts to provide you with a 24-hour immediate-launch capability in the event of trouble. Occupies 2 ship berths.
- Sunskimming service: (50 creds/ month). Keep your station's fuel tanks topped up by having a local contractor perform regular sunskimming missions for you. Make sure your station always has fuel to offer its customers, as well as energy for its own needs.
- YAH franchise: Rent out your billboards and/ or navigation buoy to an advertising firm. Random ads from YAH will provide you with a modest income, depending on the local economy and your station traffic.
- Rent: Local authorities charge exorbitant amounts of rent for nice cosy orbits near the witchpoint or planet. If you're prepared to site your station out in the quieter parts of the system, you can expect to pay less. Some distant locations might be altogether free, but don't expect any help from the authorities when pirates come knocking.
- Police benevolent fund: (250 cred/ month) By making a donation to the local Police Orphans Benevolent fund, you can be sure that the local authorities will prioritise you for patrols and distress calls.
- Protection service: (200 cred/ month) Certain local 'businessmen' have offered you a comprehensive protection service for your nice, shiny station. It would be a shame if something happened to it.
However it doesn't need to be like that. With the advent of ship-storage, I think these oxps become inevitable. the question then becomes not "can it be done/ should it be done" but "How do I make it a worthwhile addition to the game/ how do I balance it"?
With that in mind, and not wanting to clog up Pleb's fine thread with unrealistic demands and wishlists, I humbly submit the following:
First up, stations need to be vulnerable to attack: Not just when the player is in system, but when he's away too. They can be destroyed, damaged or suborned. Obviously the chance of attack should be variable (how safe is the system it's in? Has the player made any powerful enemies?)
Secondly, any income the station generates should not be guaranteed. I'm thinking a random number generator, which can produce positive or negative income, modified by the local economy of the station's system, its place within the galactic map (on a trade route? Lots of other systems within 7LY?) and by various choices made by the player (below). By making the right choices, you could probably constrain the limits of the RNG to always or nearly-always turn a profit, but at the cost of increased risk of a catastrophic and very expensive space-station destruction.
They key to all this is to force the payer to make choices. So, rather than buy off-the-shelf space stations, the player has to fit out a bare hull in an attempt to balance profitability, defence, location, and the player's desire to have a personal space to store cargo, ships etc. We're heading into EVE/GSB/strategy territory, but that's not necessarily a bad thing.
That way you could design your station to run at a profit or a loss: a trade-oriented base that makes you lots of money, but requires constant babysitting, or a heavily-fortified private palace that looks after itself but you have to work like a dog to pay the maintenance on month after month.
You'd have a standard "bare space station" hull, or preferably a choice of several different ones for different prices. The hull would have a certain amount of module spaces that you can fit modules into, each module providing some benefit to the station (profit, ship berths, defensive capabilities). As well as the up-front cost, certain modules would have ongoing costs as well: crew wages, maintenance, fuel/ energy overheads etc. You could also buy ongoing service contracts (defence, refuelling) for your station.
A small selection of the modules and services that might be available: (numbers pulled out of thin air with no respect for balance):
- 2 ship berths: (10kcred upfront, 1 module, 100 cred/month upkeep) Increases your berthing capacity by two ships. Berths can be used by visiting traders, on-station defence ships or as the owner's personal garage. The more free berths available, the greater the potential for trade and profit.
- 5 ship berths: (15kcred upfront, 2 modules, 250 cred/ month upkeep). Increases your berthing capacity by five ships... ... ...
- Large ship docking: (100kcred upfront, -1 ship berth, 0 upkeep). Widen docking tunnel and modify berths to accept unusually large ships.
- Trade facilities: (30kcred upfront, 1 module, 400 cred/ month upkeep) Includes cargo handling and storage, sub-ether market links and recreational / commercial areas for visitors. Depending on the local economy and available ship berths, you can expect each trade module to generate around 1200 cred/ month.
- Hotel: (35kcred upfront, 1 module, 600 cred/ month upkeep) Encourage visitors to stay at your station, either for local tourism or stopping over to await transit to other locations. Will generate up to 1000 cred/ month income depending on local economy & tourist attractions, location within system and number of systems within 7LY. Will also increase availability of passenger missions at your station.
- Warehouses: (8kcred upfront, 1 module, 10 cred/ month upkeep) Increases the cargo capacity of your station by 1500 tons. Increased cargo capacity improves the profitability of your trade facilities. Like berths, players can make a certain amount of station cargo space "private", negating its usefulness to local trade, but allowing long-term protected storage of goods.
- Workshops: (25kcred upfront, 20 cred/month upkeep) By renting industrial or commercial space out to local entrepreneurs, you can not only collect rent, but increase the trade potential of your station. Some workshops might even produce sought-after specialist cargoes, which will appear on the station trade boards. Each workshop module can be subdivided and rented out for a total income of up to 100 cred/ month.
- Plasma turrets: (50kcred upfront, 1 plasma turret mount, 200 cred/ month upkeep). Plasma turrets. 'Nuff said.
- Weaponised navigation buoy: (3kcred upfront, 50 cred/ month upkeep). Replace your navigation buoy with a beam-laser equipped stationary weapons platform. Won't last long in a fight, but it might keep the pirates busy long enough for proper defences to launch.
- Missile racks: (25kcred upfront, 400 cred/ month upkeep+missile replenishment fees). Banks of ECM-hardened missiles will cheerfully blow the crap out of anything that looks at you funny.
- Basic shield generator: (10kcred upfront, 1 module, 50 cred/ month upkeep). Provides your station limited defence against hostile or accidental weapons fire/ collisions.
- Intermediate shield generator... ... ...
- Energy banks: (15kcred upfront, 1 module, 100 cred/ month upkeep). Provides high-capacity energy storage and rapid transfer. Highly recommended if you have anything more than the most basic weaponry or shielding installed. This module will greatly increase your station's fuel requirements.
- Basic Shipyard facilities (10kcred upfront, 1 module, 50 cred/ month upkeep): Offer your visitors basic hull and equipment repairs. Will provide an income of up to 50 credits per month depending on facilities available elsewhere in system and berthing availability
- Intermediate Shipyard facilities (30kcred upfront, 1 module, 100 cred/ month upkeep): Offer your visitors all the service of a tech-level 5 shipyard. Will provide an income of up to 10 credits per month depending on facilities available elsewhere in system and berthing availability
- Advanced Shipy...
- Refuelling service. (1kcred upfront, 0 modules, 40 cred/ month upkeep). Sell fuel to visiting ships for a profit. Obviously you will need a steady supply of fuel and free berths.
- Quirium collection fields: (10kcred upfront, 1 module, 10 creds/ month upkeep) An invisible, kilometres-wide electromagnetic field generated around the station catches space-borne quirium ejected by the local star, and funnels it into the module's advanced fuel processing facilities. Proximity to the star will affect output. Make sure your station always has fuel to offer its customers, as well as energy for its own needs.
- Doughnut shop: (5kcred upfront, 1 module, 2 cred/ month upkeep) By encouraging the local police forces to spend time in your station, you can discourage the wrong kind of visitor, while also earning a little rent (10 cred/ month) from a local fast-food franchise.
- Billboards: (3kcred upfront, 10 cred/ month upkeep) Gigantic electronic screens on the exterior of your station and/ or navigation buoy can display anything you want them to, from your own personalised livery to YAH advertisments.
- Basic Security service: (500 cred/ month)Two sidewinder fighters will reside in your station. 6 pilots work in rotating shifts to provide you with a 24-hour immediate-launch capability in the event of trouble. Occupies 2 ship berths.
- Intermediate security service: (800 cred/ month) Two viper fighters will reside in your station. 6 pilots work in rotating shifts to provide you with a 24-hour immediate-launch capability in the event of trouble. Occupies 2 ship berths.
- Sunskimming service: (50 creds/ month). Keep your station's fuel tanks topped up by having a local contractor perform regular sunskimming missions for you. Make sure your station always has fuel to offer its customers, as well as energy for its own needs.
- YAH franchise: Rent out your billboards and/ or navigation buoy to an advertising firm. Random ads from YAH will provide you with a modest income, depending on the local economy and your station traffic.
- Rent: Local authorities charge exorbitant amounts of rent for nice cosy orbits near the witchpoint or planet. If you're prepared to site your station out in the quieter parts of the system, you can expect to pay less. Some distant locations might be altogether free, but don't expect any help from the authorities when pirates come knocking.
- Police benevolent fund: (250 cred/ month) By making a donation to the local Police Orphans Benevolent fund, you can be sure that the local authorities will prioritise you for patrols and distress calls.
- Protection service: (200 cred/ month) Certain local 'businessmen' have offered you a comprehensive protection service for your nice, shiny station. It would be a shame if something happened to it.