Some
advanced Complex Building
Tips by Apricotslice.
Positioning
stations is something you will need to get a feel for yourself.
Practice makes perfect. Before you start, SAVE. As you place, save
again, but keep the first save available so that you can reload it if
you really cock up the first attempt and want to start again.
My own 50 plus station
complexes are placed for safety, not for looks.
If
you place a station too close to an asteroid or another station,
they may damage each other. If they actually touch, then the friction
will tear the factories apart. If the shields touch, then eventually
they will go down and then the hulls will be damaged. At some point
well after the complex was built, a station will suddenly blow up quite
spectacularly. And when a single station in the complex is destroyed,
the complex hub and all the tubing is destroyed as well. And with the
hub, goes any ship docked there and all the product its storing. Your
left with a close group of isolated stations. You can if you want,
reposition them with the new Tractor Beam, just to make certain the
remaining ones are safe. Then you will need to rejoin all the stations
back into a complex with a new hub. Before you do, check the shields
and hull of each station and give some time to ensure no more are about
to blow. Best strategy is not to build them too close.
My complexes look like
Spagetti and Meatballs, and I love them !
(Antigone Memorial, 59
stations, including all minable asteroids.
Notice the complex hub well above the plane of the stations.)
If you really want to
get a complex lined up as neatly as you can,
there is plenty of help in the forum available. But I think this is too
difficult for first time complex builders to worry about. Hey, its fun
flying your fighter through the middle of your complex and watching a
pirate ship smash itself to pieces on a tube !
However, the less neat
you are, the harder it becomes to find somewhere
to put them, which brings up a problem.
Eventually, everyone
building a large complex gets to the point where a
station is no longer in range of the complex hub after placement, and
therefore cannot be joined to the complex. This fools everyone as to
the reason why, as the first impression is that it should join to its
nearest neighbour.
The distance variable
for joining a station to a complex is from the
new
station to the HUB and seems to be about 15km cubic. So once you have
exhausted the area around the hub, suddenly you have a station you
cannot join.
It is vitally
important not to place stations ajacent to the hub. Doing
so makes the task of docking exponentially more complex and results in
ships being destroyed, including yours. The universe is dangerous
enough without you making it worse.
What this means is
that a lot of space that could have been used for
adding stations, cannot be.
And so we have a
station that cannot be joined.
Wrong !
There is a feature of
building hubs that comes in very useful now. The
placement of the hub can be almost anywhere, and so far, I have not
found a limit to where it can go.
So, what we do is add
another station adjacent to the one you cannot
join.
Then we join these 2
stations to form a second complex hub, AND
position this new hub in range of the first hub. This is usually easy,
because you can place it on the same level as the first hub, since it
wont be remaining there.
Now we join the two
hubs.
Only ONE of the hubs
will remain afterwards, so the first one you
select should be the one you wish to keep. Select the one thats the
best positioned for docking purposes.
After the join, you
will have one hub where you selected, with the
contents and ships that were in the first hub all safely where you left
them, even though the position of the hub may have changed if you
selected the new one.
This technique can be
used to build really huge complexes. As long as
you can get a new hub placed in range of the old hub, and the old hub
has available nodes, then you can keep joining groups of stations
almost indefinitely. Even spread out over large areas of space, if you
leave key stations unjoined in certain places, you can later use them
to join a whole set of complexes into one giant one. It may take some
planning, but it can be done.
(Complex in Antigone
Memorial formed in 4 complex joins.)