Stations overly simplistic?

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The Boz
Posts: 88
Joined: Wed Jan 25, 2017 1:01 pm

Stations overly simplistic?

Post by The Boz »

Design-a-ship seems kinda neat. You got your basic blueprints, your modules, your options, engines, etc. Go nuts, go wild.
Stations, however, are just "here's a core, put in four modules". And the modules are most often one power, two labs, and a nothing, because the basic (and the fission pile upgrade!) both provide 10 power, and modules eat up 5 power, and there is nothing you can do with the fourth module slot... No options for extra radiators to install more heat-intensive labs, no provisions for a larger crew number, no possibility to install armor or weapons that I know of yet...
Kind of a let down, no?
Is this area going to get more attention in the future?
Martenzo
Posts: 15
Joined: Thu Sep 29, 2022 8:24 am

Re: Stations overly simplistic?

Post by Martenzo »

Nah, that's just the limitations you get to manage with in the early game: these are Stations that are at the tech level of where the ISS is today. The Ad Astra research and the stuff that comes after it makes Station management and planning plenty more complicated and nuanced. Solar Arrays, the Tier 2 solar panel that produces 40 Energy (in Earth-Luna Orbits, at least), is a really, really important engineering project to unlock, as is its Fission equivalent for stuff in Mars orbit and beyond. And well, there's a T2 Station building that produces the Antimatter resource, but takes 240 power to operate (Though the harvesting module that can only be built in irradiated orbits takes way less power).
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