TeamPorcupine / ProjectPorcupine

Project Porcupine: A Base-Building Game...in Space!
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[Discussion] What would an orbiting base look like? #1078

Closed kd7uiy closed 8 years ago

kd7uiy commented 8 years ago

Resource generation for an orbiting base is pretty slim. It might occasionally run across scrap satellites for scrap metal, but otherwise wouldn't have many raw resources. Some thoughts on how a space station would justify it's existence:

Difficulties for an orbiting space station

mikejbrown commented 8 years ago

Warehouse- It might be easier to send goods from the planet to the space station, to be picked up by other ships at a profit.

Where to get the resources? They likely require an infusion of outside goods.

Both of these are massively facilitated if the station is built around a space elevator which IMHO could make a very interesting setting for a game. To your list you could also add "space tourism" -- hotels situated at different heights along the elevator can give travelers a variety of different experiences.

kd7uiy commented 8 years ago

The space elevator concept is, well, interesting. I don't think I'd include it for the base game, but it might be an interesting scenario to play. Hmmm...

koosemose commented 8 years ago

And the Orbital Space Station also has easier access to more location types, i.e. it can reach asteroids and moons more easily than a planetary base, and reach the planet (and back) more easily than an asteroid base. Obviously it has a harder time with accessing an asteroid than an asteroid base and a planet than a planetary base.

sboigelot commented 8 years ago

Space tourism and commerce is a very interesting revenue stream. Thinking about setup like Babylon 5 and Star Trek Deep Space 9. You could have a Value Added Tax for third party shop in your station, import and export taxes, rent, etc.

I really like the idea of a different business then "mine for ore"-"refine ores" for some space stations.

koosemose commented 8 years ago

Depending on the setting, an orbital base is a near necessity. It's not uncommon in Sci-Fi settings for ships that go interstellar to be incapable of landing, which means, unless they are large enough for carrying their own shuttles, having a spacebase at which they can dock (or park near and be picked up) and then get a shuttle from there down to the planet is very important, another major revenue source if one assumes at least a semi-inhabited planet

kd7uiy commented 8 years ago

@koosemose That's a really interesting thought. We should certainly add in something like that, although managing the docking of larger spacecraft will no doubt be tricky. Hmm...

koosemose commented 8 years ago

There's a limit on how large we would need to go, if they're big enough they would have their own shuttles and not need us, and that's also why I offered the idea of going to pick them up as well. so gameplay wise you send away a shuttle, and after a time they come back either having dropped the person off on planet, or bring them back to hang out for a while.

quill18 commented 8 years ago

Science: Researching unlocks for new furniture and/or improving existing processes is always a lot of fun (see: Rimworld). Personally, I think the actual implementation should almost feel a bit more like Kerbal Space Program: Many different types of experiments (space telescope, materials study, background radiation monitoring, etc...) that produce raw data. Maybe each produces data slowly over time, needing only to be worked for a bit every X hours to start a new job. Then we could either spend that data directly for unlocks, or have a full-time Science Lab (again, very Kerbally) that converts the raw data into actual science points.

Expedition: I always imagined that mining drones (and now, collecting resources from nearby asteroids) would just be the initial setup. I personally love the idea of loading up a shuttle full of supplies and sending a team of people away for X hours to mine resources. However, I'm not sure that it will actually, in the end, add that much interesting gameplay.

Repair: Oooh, I like this. I guess we'd differentiate between the trade/tourism landing pad and the repair bay. Dump a bunch of resources (like steel plates) and manpower into repair a ship in exchange for a bunch of money (a better conversion rate than selling the items to traders, but requires a lot of work time).

Manufacturing: Plasteel mugs, obviously.

Military: I think external threats are required to shake things up. DF and Rimworld would not be the same without invasions. Space pirate raids should certainly be a thing -- and maybe attacks by some enemy race at some point too.

Communication: I'm not sure I see this.

Warehouse: I guess we'd be setting aside a bunch of space in exchange for passively making some money? Not 100% sure I see the fun, but I may be misunderstanding.

kd7uiy commented 8 years ago

I've added some information based on Quill's feedback. The Warehouse, in my thought, would be to buy goods from one location and sell them at a profit from another location, not really a passive way to just make money, which I've included.

I also agree that I'm not quite sure how the expedition model will work out, but hey, if someone's willing to put in the work to set it up, I don't think it would hurt anything.

I've put all of this in to the wiki, at https://github.com/TeamPorcupine/ProjectPorcupine/wiki/orbiting_base . Let me know if there's anything you think missing or poorly described, and I'll make sure it gets added. Let's leave this open for a few days to ensure that everyone is content, and then close this issue.

kd7uiy commented 8 years ago

Closing this as we've moved to the wiki. Can open a new issue if we want to discuss it further.