I can imagine all the compact slave cells... i mean “comfy” housings the citizens of the stations will have to extract them for their unknown source of money... i mean... ehhmmm...
I'm not so sure "geared much towards casual, relaxed play" is such a good thing, but that's my opinion. Yet there is casual mode, and that mod could have such things disabled(if it ever was a thing). Let casual mode be for casual players, and the other modes be anything but "casual friendly" to appeal to other types of gamers. If invasions happened, you could still prevent "loosing progress" by designing your defenses. It gives you another thing to do, and a reason to do it. Plus remember that these stations would fall under the category of optional things - players need never utilize them. Pairing an optional thing to do with a challenge for doing so isn't a problem.
Now my only question is, are there differences in space stations based what race is used to deploy them? If so I need a glitch space castle!
And yet that's the game they clearly wanted to make, and did, because casual, relaxed games absolutely need to exist. .... punctuation, please! But... sifting through that... yeah. This game already has a problem with generally being not great at explaining its own systems in-game. To have the entire game go one way then this one building option, which seems pretty clearly geared towards people who aren't inclined to do block-by-block building (making it a form of "casual mode", amusingly enough), suddenly introduce a whole different element of danger, and one with permanent consequences to boot?
So basically, something geared towards builders, needs to be challenging, combat-wise? wut? How does that compute? That's like going "Hey, here's an optional crafting system, for those people who like crafting... only all the crafting requires raids to get the materials" lol
funny thing is its not really that optional because... it has the mech crafting station as one of the rooms so you probably need it for mechs in some compacity like building or even maybe deploying them which you can specifically do from the station
Eh, I don't think I would jump to that conclusion. You need a mech just to get into the station for the first time, which means mechs need to be buildable BEFORE the station. The station's mech rooms are probably more for convenience than anything, kinda like the tech stations you can buy and place elsewhere.
i find it more likely you can get a basic mech to start (do you think someones going to sell you an empty mech deployment pod?) but to upgrade it with different parts you need the station and its never been explicitly shown that you need a mech to get to your own station the first time it Dose come with a teleporter. i also doubt they'd add a room specifically for it if there was a place-able furniture object you could place instead it would make it completely unnecessary, therefor i feel it is far from unfounded to assume you need it to build your own custom mech.
Not a valid excuse. If you can't bother to put in the effort to make your text somewhat readable, then I can't be bothered to even read what you have to say, regardless of how valid it might be. Who said anything about combat? By this line of logic, we should just have it handed to us with no challenge then? Challenge is not just combat. Resource sinks are very very very very common in most games of this nature. The post said "Your initial station package includes an entrance for your mech and a teleporter for convenience, while providing lots of room for activities.". So unless the wording was just poor, it implies that a mech is the primary way to reach the station, with the teleporter being there as a nice feature to start with. Also: https://twitter.com/StarboundGame/status/857259086693400579 there is a placable crafting station. My guess is the specific room will have additional features, maybe along the lines of aesthetic docking bays for several mechs.
bruh do you think i care if you want to read it? cause i don't. i was pressed for time. also she (i think its a she?) was talking about a different post in which someone else suggested space pirates should attack your station, get your shite strait before you go ragging on people she was speaking of the absurdity of it. additionally i said its never been explicitly shown that you need a mech to get there and i even implied you may need a basic one to get there. i said nothing of the implications of the dev posts pay attention. additionally you can spawn many normally un-obtainable furniture items using admin commands very easily it could have been used for demonstration before the stations where completed.
I was replying to the notion of invasions, and having to fight off pirates, etc that could damage your station. The person I was replying to, said something like "Space Stations are optional, so it's OK to add the danger of invasions/pirates/etc to them" That's why I was talking about combat being added to something aimed at builders.
Guys. Hey guys. ...GUYS! I-I have a.. Guys? Guys, guess what? I have a question with relatively nothing to do with this thread. In Starbound, if flaming Gas bag people and sentient meat eating plant people can acheive Faster Than Light travel, why do we still not have the technology to survive the wind speed and high pressure (and gravitational force, etc.) of a gas giant? (considering that shield generators are a thing, It should be relatively easy, no?)
I think it's far more likely you will reach your station via standard-issue beam-in, and your mech will simply be there waiting for you. From there you use your mech to explore the space surrounding your station if you wanna, as if you were exploring an asteroid belt. I don't see CF making too drastic a change to the basics of exploring spaces for this.