I propose that ships should not be defined as a station. Rather, all ships would become able to build; the speed at which a ship can make a change to a ship, or construct a new ship altogether, is tied to the amount of unemployed people in the ships population.
Building Materials and Cargo Space:
The materials available to a ship that is constructing or modifying a ship should be tied to the contents of the builder's cargo. Cargo would be stored in a new "cargo" block, and would have a capacity that is slightly lower than its total volume (For example, a 10m^3 cargo block would hold 8m^2 of cargo). The implication of this is that a minimum-size station will be incapable of constructing ships larger than itself without constant resource delivery.
Upkeep, Repair, and Electricity:
The simplest of this is a repair system tied to the amount of mechanics you have on board. I want to take it a step further, though; crew should require sustenance, and engines/weapons should require fuel.
Food is generated by Ecosystem blocks, which will convert Biologicals into food at a fixed rate based on the size of the ecosystem. Biologicals are gathered from dust clouds, asteroids, and planets, and are generated at a slow rate based on population size (recycling the deceased and waste materials).
Fuel has many ways to be gathered or generated. One of the easiest ways is Nebular Gathering: fly through a nebula or dust cloud and filter out the materials usable as fuel. Asteroid and Planetary mining can help you gather food as well. Biologicals can also be used to create fuel, but not at a very efficient rate.
Ships also require electricity. All types of block would have electricity overhead, which would be a constant drain based on the type of block (armor requires less than hull, hull requires less than housing, etc.), along with any cost from other factors, such as a fuel factory consuming extra power during fuel synthesis, or housing blocks requiring extra power as the population increases on the ship.
Population:
The amount of people required to operate a ship is dependent on the variety of facilities on the ship. I'll leave this up to the developer's discretion, as I have no clue how this would be balanced properly ;)
Under normal circumstances, the population on a ship will remain constant so long as there is sufficient food. If food becomes scarce, the population will begin to drop off. By right clicking on a housing block, you can change the population settings between "shrink", "maintain", and "grow". "Shrink" will cause the population to gradually decrease (limiting reproduction), "maintain" maintains the population, and "grow" will cause the population to grow at the cost of greater food consumption during the growth period than the population would normally consume.
-=+ OP will be updated as I flesh out my ideas a bit more and as discussion takes place. +=-
Suggestion
Sting_Auer
What Defines a Station?
I propose that ships should not be defined as a station. Rather, all ships would become able to build; the speed at which a ship can make a change to a ship, or construct a new ship altogether, is tied to the amount of unemployed people in the ships population.
Building Materials and Cargo Space:
The materials available to a ship that is constructing or modifying a ship should be tied to the contents of the builder's cargo. Cargo would be stored in a new "cargo" block, and would have a capacity that is slightly lower than its total volume (For example, a 10m^3 cargo block would hold 8m^2 of cargo). The implication of this is that a minimum-size station will be incapable of constructing ships larger than itself without constant resource delivery.
Upkeep, Repair, and Electricity:
The simplest of this is a repair system tied to the amount of mechanics you have on board. I want to take it a step further, though; crew should require sustenance, and engines/weapons should require fuel.
Food is generated by Ecosystem blocks, which will convert Biologicals into food at a fixed rate based on the size of the ecosystem. Biologicals are gathered from dust clouds, asteroids, and planets, and are generated at a slow rate based on population size (recycling the deceased and waste materials).
Fuel has many ways to be gathered or generated. One of the easiest ways is Nebular Gathering: fly through a nebula or dust cloud and filter out the materials usable as fuel. Asteroid and Planetary mining can help you gather food as well. Biologicals can also be used to create fuel, but not at a very efficient rate.
Ships also require electricity. All types of block would have electricity overhead, which would be a constant drain based on the type of block (armor requires less than hull, hull requires less than housing, etc.), along with any cost from other factors, such as a fuel factory consuming extra power during fuel synthesis, or housing blocks requiring extra power as the population increases on the ship.
Population:
The amount of people required to operate a ship is dependent on the variety of facilities on the ship. I'll leave this up to the developer's discretion, as I have no clue how this would be balanced properly ;)
Under normal circumstances, the population on a ship will remain constant so long as there is sufficient food. If food becomes scarce, the population will begin to drop off. By right clicking on a housing block, you can change the population settings between "shrink", "maintain", and "grow". "Shrink" will cause the population to gradually decrease (limiting reproduction), "maintain" maintains the population, and "grow" will cause the population to grow at the cost of greater food consumption during the growth period than the population would normally consume.
-=+ OP will be updated as I flesh out my ideas a bit more and as discussion takes place. +=-
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