Progression for station structures and services

Nigel Haslock shared this feedback 5 hours ago
Not Enough Votes

When opening a new section, there is a fanfare for each step in the progression, any yet the only change in the station is additional funds for the trade station to bug things from the player.

Would it not make sense to use the events to install upgrades to stations? References to increased traffic could be matched by additional landing pads, larger lounge areas. refueling facilities, Long term parking and public storage facilities would used for 'developed' sectors. Adding repair shops and ship traders to 'colonized' sectors would also be helpful. A shipyard that could build a ship from a blueprint (or a store copy of a ship you own) would be a wonderful service to ad.

Yes, the fast travel system means you could build a cargo hub close to a convenient station early on and use and expand it for the duration of the game but the fast travel system is less than ideal. It is far more satisfying to keep ones treasures closer to where the action currently happens.

Equally one could build a carrier to move your fleet (primary ship, manufacturing workshop, tools ships, cargo hauler, fighters, etc.) but the physics of moving a multi-grid collection discourages this. A shipyard service would help and the size of ship that it could build could scale with the progression/prosperity of the station.

A station's capacity for fuel and energy available for refuelling could also scale with progression although the magic of NPC owned grids makes this largely unnecessary. Note that the refuelling situation is specific to the current set of remote stations that lack a connector.

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