[REQ] Outpost / Station

Lacking mod skills, I turn to the community

I love this game. It has filled a gap long left open in the RTS gaming genre. And the mods coming out for it are equally exciting.

However, it feels like there is something missing not having the opportunity to build any kind of outposts or space stations separate and distinct from your planets. In every game or fiction universe, where an empire cannot colonize a planet, they build a station. Why can't we in Sins?

So, I ask, can anyone whip up a quick mod (haha... i know) for being able to build such things in grav wells of spacial bodies not colonized by your race? I'm thinking specifically in the instances of trying to defend junkyards and asteroid fields where you have resource structures, or wormhole choke points.

What would be really great is if this could be combined with Uzii's recently released Sins Plus mod. But, I'll take what I can get.

Thanks all!

9,644 views 15 replies
Reply #1 Top
An interesting idea, after I've sorted my mod out (f*cking thing X-(), I will look into this. There are 2 possibilities, one its just a case of making the constructors phase jump enabled, or two, its going to involve a lot of messing around, giving owner ship of neutral space to people etc..

We'll see.
Reply #2 Top
Hey Uzii,

Good call on the jump capable constructors. I hadn't even really thought of that, I was expecting an idea more like the capital ship-dropped missle platform. This may even be something the modding inept like myself can do. Ofcourse, I may still run into the "unowned space" issue.

We'll see. Thanks Uzii (kick @$$ mods btw, love 'em)
Reply #3 Top
I really love this idea, it adds a lot of potential to strategies and makes things feel a bit more spacey.

Another approach rather than making constructors jump capable is to create another type of ship entirely (perhaps a cruiser) that is adaquetely armed and armored (kind of a mix between a flak frig and a light frig) and has the ability to construct the stations at a large amount of Anti Mat. (This way the ship itself is capable of some combat on it's own but no where near as strong as a regular cruiser making them a costly but useful addition to a fleet rather than a "free" constructor)

It would also be nice to have the station itself give a small amount of build space (maybe 4 logic and 4 tactical slots) in a tiny area around itself upon it's creation, so you can further fortify it with a few turrets, or maybe a hangar or repair depot and a signal tower or trade outpost.

Reply #4 Top
I'd say that you give a ship, like the carrier cruiser, the ability to drop a space station. Then, like what Silver said, give it the ability to build other structures around it (But give it a fairly decent number of tac slots atleast, so you could build quite the defense system, since as we all know, defenses in Sins are all but useless unless spammed in large numbers.). But also make sure the station itself has guns and maybe a single squadron of fighters to defend itself. A nice little outpost to help protect that uncolonizable system untill your fleet can arrive.
Reply #5 Top
Shields for the space station would also be a must, since it's likely to be the main focal point of the bombarment.
Reply #6 Top
Not quite what you want, but I have made 'structure planets' they are special planets that look like the various sturctures.







Reply #7 Top
Interesting concept Gauntlet. It had crossed my mind to include a few 'stations' as planets in a future update, but seems you are well on your way. Nice work.
Reply #8 Top
Gauntlet,

Great idea. Are they capturable? What kind of bonuses do they offer?

I still do want to see a deployable (or something) station for systems that are not colonizable/"capturable", especially for Wormhole defense. Also star defense, for that damn, blasted, long-range jumping crap.
Reply #9 Top
I've gotten to the stage where I have a cruiser which can spawn the station, with appropriate stats on the station. I'm trying to see if I can limit deployment to uncolonisables but I'm not sure how feasible that is. Going to make it so the charge rate for antimatter on the station is low but have it be able to spawn turrets. Any other reasonable ideas?
Reply #10 Top
I've gotten to the stage where I have a cruiser which can spawn the station, with appropriate stats on the station. I'm trying to see if I can limit deployment to uncolonisables but I'm not sure how feasible that is. Going to make it so the charge rate for antimatter on the station is low but have it be able to spawn turrets. Any other reasonable ideas?
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Actually, worrying about making it only spawn in uncolonizable systems isn't a big deal. Placing outposts in habitble systems would help to. Especially if it allowed you to build one or two logistic buildings. You could drop one or two in a dead asteroid, or any planet for that matter, to help boost production. A good balance would make the ability cost 100% of the ships antimatter, and if possible make it cost money.
Reply #11 Top
Tried it ingame, just got some mini-dumps, will keep working on it tomorrow, it's getting late here. If there are any slightly more experienced modders that wouldn't mind taking a look then I'd appreciate the help.
Reply #13 Top
Done all the modding, I simply need some models now (currently the cruiser making the station is bigger than the station itself). Going to keep tweaking the stats tonight though, will try and get it so the cruiser takes a realistic amount of time to produce the station and give the station some abilities (such as repairing ships and producing turrets).
Reply #14 Top
Where can your station be built? On any movement plane or only within controlled territory?
Reply #15 Top
Currently anywhere, I'm going to try to make it spawn on low HP and slowly build up so you can't surprise attack people with it. I'll look into restricting where it can be built though, fairly sure it can only be built when there are no enemies around though.