These are all simple-ish revamps for all three of these locaitons.
DS9:
(1) QUARKS
(a)Move Quarks Bar into the same zone as the Promenade ( Similar to how Admiral Quinn's office is at ESD)
(b)Create the External Bar area were people on the Promenade could get a drink without being in Quarks ( like in the show.)
(c)Make the main door to Quarks open up like beetle wings ( This was start after S3 ).
(d)remove the hallways that you have to traverse to get to the 2nd and 3rd levels, just put in a turbolift and add doors on each of the levels labeling them "Holosuite 1-3" on the 2nd level and "Holosuite 4-6" on the 3rd level and then make those be doors available for UGC.
(2) THE EXCHANGE + 1
(a)Move The banking and exchange area out of the pylon junction and to the observation deck. It never made sense to me why that was put there.
(b)Next scrap that pylon junction and just make it a UGC door for now. ( Later add the O'brien Center, make it look similar to the school Mrs. O'brien ran. Make this area another area in which we can "Craft" ).
(3)THE SHIPYARD + 1
(a) Move the Shipyard to Operations and move the medical treatment officer to the sick bay area which appears to be under construction, until its done just have the good doctor standing outside of it.
(b)Once you have the shipyard out of yet another Pylon junction scrape it and create another UGC door. ( all though I hope that one day we get to see Odo's office being placed at that door )
K7:
(1) SICKBAY
(a) Move sickbay out of the bar lol and but the one patient that you have in a bio bed and off the floor.
(2) THE OVERALL STATION
(a) Make it look old, like it was decommissioned and since its replacement was destroyed in the war they had to go back to using this old girl.
(b) Add more people make it appear like a Hub in a time of war! show ships coming and going have security guards on patrol.
(3) OPERATIONS
(a) Create an operations area near the center of the station that is elevated and has Commander Wildman working with other officers there running the station
(4) THE ADMIRALS OLD OFFICE
(a) Turn the old Admirals office into a Brig Area.
S39:
(1) VENDORS AND A ROMULAN TAILOR:
Put the vendors in booths similar to what we see at ESD, then put a Romulan Tailor in one of those boths.
(2) SICKBAY:
Also create a sickbay area on upper level of the third Tier ( were the deferi ambassador is hanging out ). Just but up some walls and through in some bio beds and your ready to rock ( adjusting it as needed and making the Turbolift that takes to the other levels and the Admrials office describe the Third level as being were the Sickbay is now ).
Just a few ideas to help make those stations more awesome.
CURRENCY EXCHANGE / TRANSFER :
When I say this I don't mean to say you're actually exchanging your EC's for something else.
I have thought about it and I think it would be cool if we had some Ferengi on all of our stations and in the First City who ran a "Transfer Service".
The way this would work is that you would go to the Ferengi merchant and pay him GPL to send a amount of EC's to another one of your characters. The amount of GPL depends on the amount of EC's being sent and if the recipient is on another faction.
So for example you want to send 1,000,000EC's from a FED character to another one of your FED characters then you would only have to pay a reasonable amount of GPL. But if you were trying to send 1,000,000EC's from a FED to one of your KDF (or future IRF) toons then there would be a "Hazard Fee" since they would have to cross enemy lines ( and the fee would be small but laughable since it plays into the Ferengi's nature ).
This was mostly a post for the Dev's with just some suggestions on some ideas that I have refined from other posts I have made.
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