I had a think about the current command station set up and how you have to destroy a current station to replace it with a higher tier or different type and i wanted to improve that design i came up with this...
Modular Command StationsEvery Command station is of a basic design now with no special economic/military or logistical capabilities. These basic stations now have a "slot" that an economic/military or logistic module can be built, that provide the current equivalent of special abilities that come with being a economic/military/logistic command station.
From a lore point of view think of it as having a basic station, then you attach/upgrade what equipment that station needs at the time, such as building armor and weapons on a station to make it a military station, or advanced warp sensors on a station to make it a logistics station. As your needs evolve, instead of scrapping a station you would remove the unneeded parts and replace them with the newly needed parts, i have just simplified this process by calling them "modules" to be attached to the station. This make it much easier from a game play point of view because you can just replace the module on the station and not scrap the station itself.
As you unlock higher tiers of basic space stations this allows for larger (more advanced) modules to be installed, more powerful modules would require more space but the best part of this change is that it allows for hybrid stations to appear. Imagine a Economic station with the speed boost of a logistics station, filling the needs supplying your empire but also creating highways for your ships to move around you empire faster.
Right now there are a limited number of hybrids available but with this change it allows the Dev more flexibility in creating new types of command station modules for us to use, imagine different modules appearing like specialized weapon systems or planetary bonuses, for example replacing a military module with an EMP module that give the command station the ability to set off a small EMP every hour that paralyzes enemy ships for a few seconds.
In any case that's enough of the idea, now for the real details
The current 10 different types of command station will be replaced with a standard 3 tier command station system.
Mk1 Command stations are a standard command station acts the same in every way to a normal station, just without the military/economic/logistic bonuses. This station has one module slot, after you research the appropriate module you can install it onto this station
Mk.2 Command stations are a standard Mk.2 command station just without the military/economic/logistic bonuses. This station has two module slots, after you research the apropriate module/s you can install a larger module on the station, or two lower tier modules making this a hybrid.
Mk.3 Command stations are a standard Mk.3 command station just without the military/economic/logistic bonuses. This station has three module slots, after you research the apropriate module/s you can install the largest modules on this station, or a hybrid of the lower tier modules.
The current 10 different types of command station types will be replace with 10 different modules to be researched and installed as you see fit on your stations.
Logistics Command module Mk.1 - provides the same bonuses as a current tier 1 logistics command station (occupies 1 modular slot)
Logistics Command module Mk.2 - provides the same bonuses as a current tier 2 logistics command station (occupies 2 modular slots)
Logistics Command module Mk.3 - provides the same bonuses as a current tier 3 logistics command station (occupies 3 modular slots)
Economic Command module Mk.1 - provides the same bonuses as a current tier 1 economic command station (occupies 1 modular slot)
Economic Command module Mk.2 - provides the same bonuses as a current tier 2 economic command station (occupies 2 modular slots)
Economic Command module Mk.3 - provides the same bonuses as a current tier 3 economic command station (occupies 3 modular slots)
Military Command module Mk.1 - provides the same bonuses as a current tier 1 military command station (occupies 1 modular slot)
Military Command module Mk.2 - provides the same bonuses as a current tier 2 military command station (occupies 2 modular slots)
Military Command module Mk.3 - provides the same bonuses as a current tier 3 military command station (occupies 3 modular slots)
Radar Jammer module - Provides the same bonuses as the current radar Jammer command station (occupies 1 modular slot, can only be installed on a Mk.1 command station, only 5 can be operational at one time)
I have included a more detailed version, including abilities, research costs and caps in a text file below.
Advantages of the new system
* The ability to create hybrid Stations, that serve multiple purposes and provides more tactical options.
* You no longer have to destroy a station to replace it, be it with a higher grade or new type.
* Makes more sense from a lore point of view, why destroy a whole station when you are just upgrading parts.
* Allows for the creation of more module types down the line
Disadvantages of the new system
* Runs the risk of violating caps (Thanks Malkiel)
* It would make logistical command station modules overpowered if you can have 100% additional speed boost with just one of three modules (Thanks giftgruen)
* With any new change.. Balancing, as pointed out by Malkiel and giftfruen
In regards to balancing, i have introduced an 18 ship cap to both Mk.2 and Mk.3 command stations, i think this is a good balance because even though you might have Mk.3 command stations with 3 Mk.1 modules on them, they will never be as powerful as Mk.3 command stations with Mk.3 modules on them. But i think this will need some fine tuning on it, maybe a reduction what do you think guys?
Also there could also be a downtime on replacing modules to go with the current system of downtime when replacing stations, what are your thoughts on this guys?
In regards to the modules themselves for time saving i just bashed the modules together when writing up the hybrids, whatever had the better ability came out on top, so a military/economic station had the best metal production of either module, or the best metal salvage of each separate module. I found that adding them together would make them imbalanced, but now i am think i might get the average value of both modules to make for the most balanced version of the station. What do you think guys?
In the case of radar Jammer's i have just put limitations on it, which is all fine and good from a balanced game play point of view, but it doesn't make sense in my system that a Mk.1 module cant be installed on higher mark station. My original thought was to make the radar jammer module take up three slots, but then you would need to unlock mk2 and mk3 stations to get the radar jammer going, which would add 6000 more research cost to getting a radar jammer. My second thought was to just keep the radar jammer as its own station and then just say that any system containing a radar jammer can not contain a command station but like anything you want simplicity and it to be streamlined, can anyone come up with a better idea here?
In any case that is my thoughts on redesigning the command stations for the future of the game. I would very much like to hear your thoughts on the matter, agree? disagree? think that i am crazy? any ideas for balance or to make it better?
have a good one
gull
I would also like to point out that Gudamor came up with a more extreme version of my modular system which you can see at
http://www.arcengames.com/mantisbt/view.php?id=15365