Stations (ground based and space
stations...)
My space stations will just be large ships either attached to the surface
or in orbit. This means that several features will be available:
- Stations CAN be destroyed or damaged!!! Unlike in Frontier where
you could blast away for hours with the biggest gun you could get
and nothing would happen it will be possible to damage stations
because of the fact they are ships I can use exactly the same
routines for calculating damage levels. If you use a really big
weapon (asteroid mast driver for example) you will effectively be
able to destroy a station. Stations will also be able to repair
themselves or (in the case of spacestations) moved out of orbit.
Reports of attacks on stations will appear in the news sites on the
IIN...
- You can 'move around' inside them. By this I don't mean a first
person perspective walkabout game but rather the object data will
be used to create a wireframe representation of the station with
areas which you can visit highlighted. This map will be rotatable
and scalable so that you can select the area you want to enter.
- Spaceships can function as stations. This is how I will get large
military ships (or interstellar passenger cruisers) to operate:
in a military ship the game works exactly as if it was a
spacestation with only military areas available. On a passenger
cruiser the same is true except that services will be restricted.
- I will implement defence systems for stations; All the weapons
available to any large battleship can be fitted to a spacestation
(so if your in a tiny little fighter trying to attack a 7 mile
long spacestation you *will* die... believe me...)
When the player requests docking permission from the station the player
can either be brought in directly (under control of the station
computers) or asked to adopt a holding position outside the station
while other ships are dealt with. Once in the station a fee will be
deducted from the player's account for docking charges. If the player
is going to spend more than 3 hours in dock then an additional fee
must be paid for holding area space. Stays of more than 24 hours (All
time will be measured in Earth standard for simplicity, irrespective
of your race, but the time will be available in your race's
standard) will require a daily fee (paid in advance) and a room must be
rented by the player (or 'alternative arrangements....') the player
will be charged for every day the ship remains in dock *at the end of
the stay*.
Station Facilities.
Space stations and ports are more than docking ports, all of them
provide other services from basic accommodation and network access
up to shipyards, shops and hospitals.
- Accomodation. As I said above, if the player wants to
remain on a station for more than 24 Earth hours then
the player must rent a room (or cabin). If the player
is willing to pay for the more expensive accommodation
then the player's health will improve slightly,
otherwise the player's health will slowly decline....
- StarNET Access. All stations, however basic, provide some
form of StarNET access. Some will have local networks as well.
- Docking services. These will range from just somewhere
where your ship is parked up to repair shops and refit
services provided by the station.
- Shipyards. Some stations will have shipyards where you
can buy ships. You may own several ships but you can only fly one of them.
- Shops. Depending on the location and size of the station
you are at the variety, type and availability of goods
will fluctuate. Stations in, or near, a warzone will be
affected by blockades and transport difficulties by
reduced availability and higher prices. Many shops will
appear on the local network but many will be accessible
in the station 'malls' (in cases like these the Wireframe
which represents the station will show a large block
for the mall, when the user selects the mall the view
will zoom in and the mall will be replaced with a
selection of polygons which can be selected to enter shops.
- Medical services/ Hospital. In Explorer the player's
health will be an integral part of the game. Depending
upon the player's chosen race and actions visits may be
required to medical bays on stations. In some places
these services will be free, in others they must be
payed for...
- Security services. If you get up to no good then your
likely to end up here sooner or later. These guys mean
business and there's none of the 'your fined x' that
appeared in Frontier. If you get caught then you can be
fined or send to prison or both. Sentencing will be done
via a jury system, not by an individual officer, and many
races will have extradition treaties. The security
services will be able to freeze your assets (sounds
painful) if you evade capture.....
Station procedures.
- Docking. When a player approaches a station the docking
procedure will vary according to the player's ship type.
(see Transport Section for ship details) Smaller ships will be taken
into the docking tunnel (once any backlogs are cleared of
course) but larger ships must either enter zero-g loading
areas (for medium sized freighters) or send out shuttles
to dock with the station. Only smaller ships can approach
a ground station as larger ships may be damaged by
gravitational or atmospheric effects.
When the player docks at any station or capital ship the
craft will be guided automatically to a transport pad...
a diagram always helps; above is a link to a diagram showing a docking port
situated on a planet or small station. The ship enters
the docking tunnel, under the control of the docking
computers and is moved over a docking pad. Once on the
pad the pad will be lowered into the dock bay and moved
to a free space: the user then has to go through customs
and security before entering the station. In ground based
stations any one shaft can be used. In spacestations or
large ships two or four shafts may be used.
- Post Docking. Here the player must submit a manifest of
his cargo in case of a customs search. This is normally
the same as was compiled upon leaving the last station
(see later) normally this isn't checked but if it is, and
the manifest doesn't match the cargo, the player may be
tried for importing illegal goods or smuggling.
The player will also have to pay the standing charge for
docking. No more dock charges must be paid until the
player leaves.
- Once on the station the player can either quickly sort
out whatever he/ she wants to do and leave or rent a
room. Rooms can only be paid for in daily or weekly
amounts and their price depends on the station, the room
and the person the player rents the room off. If the
player doesn't rent a room after 24 hours then the
player's health will begin to suffer and some
administrations may charge the player extra for
docking fees. The player will also be unable to, legally,
access any station services except for the docking port,
security service or rental agencies.
- When the player is leaving cost of housing the player's
ship must be payed and a cargo manifest must be compiled.
The player doesn't have to compile a manifest which is
exactly what is carried in the player's ships but the
weight MUST be the same otherwise the player's ships may
be destroyed in a jump gate collapse and it makes it much
easier for security to detect the manifest deception.
When compiling the manifest list the player will be
presented with a screen like the one shown below.
- The merchandise list gives a list of ALL possible
merchandise..... The player will have to make sure that
the weight of you manifest matches his/her ship weight
(as it's easy to tell if you fake the manifest otherwise)
If the player submits a false manifest and the local
security force is good the player will be caught and
prosecuted (poss 2 year jail sentence and 10,000 credit
fine) otherwise the player's ship will be lifted back
into the dock tunnel by the station lift and
then can proceed out into open space. If the player has
arranged to pick up the goods he/she may have to go to
a relay station (out in the boonies somewhere), another
station or a large ship which can be docked with.
Docking fees will *NOT* be constant, even within the same station; matters
like where the player's ship is docked, it's type and size and the amount
of traffic will change the price asked. For example: a station where there
is a lot of traffic can charge less for docking as it has more cash to work
with, docks with low traffic must charge more to make up the shortfall.
If the player has a large ship then he/she must pay more because he/she is
taking more space up. Some stations will have better facilities in
specific docking bays, for which the player must pay more...
If the player is transporting goods or people it is often necessary, for
security or legal reasons, for the player to purchase a trading license for
the required route (normally only major routes like Earth - Sirius require
payment, it is normally free to register the route). Many sites on StarNET
will have route registration facilities.
See Also:
Designers of this encyclopedia
Chris Page & Ed Collins
dasoft@zetnet.co.uk collins-e@dnet.co.uk