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Space Stations Suggestions

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I really liked the ESD external revamp and the internal was ok. I am also looking forward to all of your future work. That being said I was hoping that I could make a few suggestions about base planning in the future upgrades. I know engine and server limitations abound and will limit the scope of many ideas but I wanted to throw a few out there.

Earth Space Dock: This is a human military base designed to defend Earth. It would have a Operations Levels and Crew Levels. Please move Ship yard next to Personnel and Stateroom next to the admirals office. Remove Club to Crew Deck and expand the new Armory (explained below) to include a range to test weapons before you buy and after. Add Turbo Lifts at the compass points not including beam in area.
  • Operations Levels:
    • Fleet Operations Offices: Smallest purchasable "Fleet Base" located on the level above the admirals office.
    • Admirals Office: Keep the current one.
    • Armory: Kit, Weapon, and Shield Requisitions of all types purchasable with Badge, Mark, and EC.
    • Ship Yard: Keep the current one.
    • Ship Requisitions: Weapon and Console Requisitions of all types purchasable with Badge, Marks, and EC.
    • Personnel Department: Keep the current one.
    • Stateroom Area: Keep the current one.
    • Space Control & Operations Area: Move all Quest givers for space here except the Admiral.
  • Crew Levels:
    • Clubs: Club 47 and The O-Club which in a quiet corner has a door to the Captain's Table
    • Tailor:
    • Casino: Please?
    • Holodeck: Please?
    • Crew Quarters: Top Level purchasable instanced customizable quarters 3 rooms. (something for the future)


Standard Space Station: This is a general idea of a revamp for Starbase 39 and Deep Space K-7 and the other stations like them. These are field outposts and they are supposed to be sparse, but with a few upgrades here and there I am sure people will like them all the more.
  • Operations Level:
    • Sector Chief Office and turbo lift door to Fleet Operations Offices, Medium purchasable “Fleet Base”
    • Sector Operations: A nice change would include wall sector map with blinking lights and a small holo tank of current system
    • Sick Bay/Lab: Current is great
    • Armory/Ship Yard: Current is good
    • Cargo Bay: Crafting, Exchange, Mail, & Bank
  • Crew Level:
    • Bar: Current is good but please add a door in a quiet corner to the Captain’s Table
    • Tailor:
    • Crew Quarters: Cheapest purchasable quarters, one room a tad cramped.

I wanted to include a picture but I found out just how bad I am with Photo shop after trying. I will add more to this list very soon. I would like everyone’s thoughts on my ideas and any additions would be cool to read.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    “Fleet Base” Space Station: These are purchasable large bases and are instanced so multiple bases share the same location. For story purposes these bases were formerly mothballed, This means interiors are minimal and can be upgraded. Only “Fleet Base” stations and the Prize Stations have upgradable internal prestige components.
    1. Operations Level:
      • Fleet Leaders Office: Wall for displaying “Fleet Accolade Plaques”
      • Fleet Operations: Starts with no holo tank or Galactic chart, just a few stations and a sector chart. The mid-level allows small holo tank and top level adds large holo tank and galactic chart.
      • Armory/Ship Yard: Starts nonfunctional and the mid-level upgrades to standard, players can heal ship injuries. The top level Armory/Ship Yard opens up fleet wide crafting unlocks.
      • Sick Bay/Lab: Starts with minimal functionality. Mid-level upgrades to standard Sick Bay?Lab, players can heal injuries. Top level Sick Bay/Lab opens up fleet wide crafting unlocks.
      • Cargo Bay: Crafting, Exchange, Mail, & Bank (Basic is small consoles no added features. Mid-level is normal console sizes and daily a small amount of particle traces are deposited on a specific bank tab. Top level Cargo bay opens up more fleet wide crafting unlocks and adds in one random rare particle and doubles the amount of particle traces deposited. Nothing else may be deposited in the Particle traces tab but particles once full no other particles will be deposited.
    2. Crew Level:
      • Bar: Starts with no Bartender or booze. Middle level bar gets you a bartender, booze, a poker table, and in a quiet corner with a door to the Captain's Table. Top level adds a Dabo table licensed from Quark industries of course and Tribble Breeding unlocks.
      • Tailor: With one special unlock uniform.
      • Crew Quarters: Mid level purchasable quarters consisting of two rooms. Maintenance fees go to base account that is subtracted from overall base upkeep fees)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Prize Bases: These are bases are for one fleet only and can be taken over by attacking them. If you lose your base, you are moved to closest normal “Fleet Base” Space Station. The weekly fees for these bases are higher due to the lack of multiple fleets basing there and your fleet alone having to maintain and staff this station. The Prize Space Stations are the same as “Fleet Base” Space Stations in almost every way. Except you must provide a crew of Bridge Officers and staff of Duty Crewmen to man the station. They also have three extra terminals in the Operations area of the station: Crew Assignment Terminal, Station Defense Terminal, and The System Patrol Terminal. These Stations are taken in a Fleet action much like the Starbase 24 fleet action. These also give fleet accolades for holding them for one week, one month, six months, nine months, and a yearwith the provision that your base is attacked once a month during this time by an opposing fleet. These stations can also be taken over by means of " Fleet War Games" meaning Fed Vs Fed PVP.
    1. Operations Level:
      • Fleet Leaders Office: Wall for displaying “Fleet Accolade Plaques”
      • Fleet Operations: Starts with no holo tank or Galactic chart, just a few stations and a sector chart. The mid-level allows small holo tank and top level adds large holo tank and galactic chart
      • Armory/Ship Yard: Starts nonfunctional and the mid-level upgrades to standard, players can heal ship injuries. The top level Armory/Ship Yard opens up fleet wide crafting unlocks
      • Sick Bay/Lab: Starts with minimal functionality. Mid-level upgrades to standard Sick Bay?Lab, players can heal injuries. Top level Sick Bay/Lab opens up fleet wide crafting unlocks.
      • Cargo Bay: Crafting, Exchange, Mail, & Bank (Basic is small consoles no added features. Mid-level is normal console sizes and daily a small amount of particle traces are deposited on a specific bank tab. Top level Cargo bay opens up more fleet wide crafting unlocks and adds in one random rare particle and doubles the amount of particle traces deposited. Nothing else may be deposited in the Particle traces tab but particles once full no other particles will be deposited.
      • Terminals:
        1. The Station Defense Terminal allows you to upgrade station defenses. The basic station defenses are 2 phaser turrets and 2 photon torpedo launchers at each compass point along the station circumference. These weapons can be upgraded from beams to cannons and can be changed to any form of energy or kinetic weapon system by slotting a ship weapon in that slot. The station can also be augmented with more weapon points along the circumference.
        2. The System Patrol Terminal will allow you to purchase several space defense vessels. These vessels cost an initial price plus a weekly recurring charge for maintenance. If a ship is destroyed it is lost and must be repurchased. Ship Upgrades can also be purchased at this terminal.
        3. Crew Assignment Terminal controls assignments and allows you to buy upgrades.
          • Bridge Officers: These fill in roles similar to your ship but are donated to the fleet. If you lose the base they are returned to your fleet bank in a special tab.
          • Duty Officers: This is the same as for Bridge officers.
          • NPC Crew: Start as three security officers and can be upgraded to five NPCs per group. Additional upgrade turn one of the NPCs from a security officer to a Medic and or an Engineer.
          • Turrets: Turrets start as a single large em-placed turret at each location and can be upgraded up to five turrets per location also these turret locations can be upgraded to different turret types.
    2. Crew Level:
      • Bar: Your Fleet banner is displayed here as well as below it the banners of the last five fleets that attacked and were defeated. Your bar starts with no Bartender or booze. Middle level gets you a bar bartender, booze, a poker table, and in a quiet corner a door to the Captain's Table. Top level adds a Dabo table licensed from Quark industries of course and Tribble Breeding unlocks.
      • Tailor: With two special unlock uniforms.
      • Crew Quarters: Top level purchasable quarters consisting of three rooms. Maintenance fees go to base account that is subtracted from overall base upkeep fees)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    man this is great idea, keep it up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I'd like a Klingon base closer to Fed/Romulan territory.
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