X4 Station Design Contest (Voting Phase)

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Len5
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Re: X4 Station Design Contest

Post by Len5 » Sat, 25. Sep 21, 23:55

This is more an appreciation station. A trading station I'm planning to expand into a factory. (The 4 consists of a few mining vessels for the sake of the screenshot.)
https://steamuserimages-a.akamaihd.net/ ... rbox=false

This is how it would look like on the map. (Don't worry, the logo is just for the screenshot also. It's not an obsession.)
https://steamuserimages-a.akamaihd.net/ ... rbox=false


phucahwa
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Re: X4 Station Design Contest

Post by phucahwa » Sun, 26. Sep 21, 06:08

Welcome to the Concordia Station. This is a home for all races in the known universe. The station consists of the "Administrative and Habitation" area where you'd find Administrative Centers for each of the 5 races as well as habitations for their citizens, the "Farming and Manufacturing" area, the "Ship Fabrication" Bay, and two Docking Bays. All materials, foods, manufacturing goods, equipment, and ships are available for purchased at this station.

Fly-by video:
https://www.youtube.com/watch?v=FsbMrja9Hf8

Location: Gaian Prophecy
https://steamuserimages-a.akamaihd.net/ ... rbox=false
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Location: Grand Exchange I
https://steamuserimages-a.akamaihd.net/ ... rbox=false
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Last edited by phucahwa on Sun, 26. Sep 21, 21:35, edited 2 times in total.

Imperial Good
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Re: X4 Station Design Contest

Post by Imperial Good » Sun, 26. Sep 21, 08:27

Remote Terran Shipyard.
Post Static Remote Terran Shipyard.jpg
Terran command recognised a significant weakness in their overall supply and logistics strategy of the Intervention Corps. Although the shipyards around Earth are the most advanced in the universe, should travel with Earth be disrupted the Intervention Corps would be left cut-off from any heavy reinforcements. To protect against this the Remote Terran Shipyard was commissioned near the industries of Jupiter. Although most ships are still built around Earth, the shipyard does see some use constructing special purpose and reserve fleets.

Unlike production stations, shipyards do not need to be designed to scale around a huge number of production modules. Instead, they are all about managing space, making sure to keep approach paths clear and efficient for ships should you be in sector. The goal was to design a shipyard in Jupiter that still keeps a strong and sensible Terran aesthetic while offering all the L and XL ship building capabilities a player could require. The new angles of rotation were used for the storage modules to give the feeling that each ship building dock is efficiently supplied. The large number of habitats is both decorative and functional.

This is a functional in game station that has been built legitimately from a 4.00 Terran start using 4.10 features. Shipyards are reasonably simple to design as they only take in materials and produce ships. However since Jupiter has no sector population bonus, extra habitats are required to boost growth to supply the required service crew for ships. From experience I find that each ship building module needs its own dedicated L storage module so that it can remain well supplied and also handle burst orders. Since L and XL ship building modules need a lot of room, the storage modules and habitation can be used as interconnects to simplify the design. Careful spacing allows some neat overlap with the Terran 6 piers. The design offers 4L and 2XL ship building capabilities, able to be built in remote locations with plenty of room to expand should additional construction, habitation or other capabilities be required.

General views from the build window.
Overview
Top Down Shows the careful placement of some of the L and XL build modules with respect to the Terran 6 pier.
Side On
Front On

Station camera views.
Overview Its scale really lets it stand out among the stations in Jupiter.
Sun View. Cannot have all those sport fields on the habitations left in in the dark.
Skewed Top Down

Ship views.
Upwards Despite how simple it is, it still is massive.
Under All the circles give it a sort of UFO feel.
Downwards Gives that similar city feeling to the Computronic Substrate City. I do wish the sports fields felt less empty though, such as maybe some sort of in use animation when far enough away.

Ormac
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Re: X4 Station Design Contest

Post by Ormac » Sun, 26. Sep 21, 09:40

Space Habitation Hotel

A samll sapce borne City Hotel with accommodation for Paranid and Argon (and some S and M sized Habitations for Teladi)
Has Docks down the central avenue as well as two piers seviceing the residents and guests.

Space Habitation Hotel_01
Space Habitation Hotel_02
Space Habitation Hotel_03
Space Habitation Hotel_04
Space Habitation Hotel_05
Space Habitation Hotel_06

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Aken_Bosch
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Re: X4 Station Design Contest

Post by Aken_Bosch » Sun, 26. Sep 21, 09:49

Len5 wrote:
Sat, 25. Sep 21, 23:55
This is more an appreciation station. A trading station I'm planning to expand into a factory. (The 4 consists of a few mining vessels for the sake of the screenshot.)
https://steamuserimages-a.akamaihd.net/ ... rbox=false

This is how it would look like on the map. (Don't worry, the logo is just for the screenshot also. It's not an obsession.)
https://steamuserimages-a.akamaihd.net/ ... rbox=false
Well ok you can close this one guys, he won, hands down, no point going on further. :thumb_up: :thumb_up: :thumb_up: :x4:


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grapedog
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Re: X4 Station Design Contest

Post by grapedog » Sun, 26. Sep 21, 16:19

Basic Split Themed Defense Station.

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One of my favorites to build for sector defense/control. Designed prior to the station editor changes, but I wouldn't change anything about it.
Last edited by grapedog on Sun, 26. Sep 21, 16:28, edited 1 time in total.

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grapedog
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Re: X4 Station Design Contest

Post by grapedog » Sun, 26. Sep 21, 16:25

Split Themed Food Complex for producing the end product foods/meds for all the races, except Terrans.

Solar Panels facing the sun for max exposure, and the habitats well away from the manufacturing areas.

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Designed prior to station editor changes, but I like the style and simplicity of it, not sure I would change much given the chance. Maybe make it a bit shorter, being able to stack modules opposite each other.

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grapedog
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Re: X4 Station Design Contest

Post by grapedog » Sun, 26. Sep 21, 16:35

Split themed Martial Equipment Complex - designed for producing Drone components, Missile Components, Weapon Components, Shield Components, and Turret components. Everything a growing ship or station needs!

Designed with the new station editor. Food production at the bottom, almost all the manufacturing on the middle level, and top level is living and storage with a little manufacturing. Solar Panels facing the sun for max exposure. I know the game doesn't really care, but I like the aesthetics of making sure the panels get sunlight, as much as possible.

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grapedog
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Re: X4 Station Design Contest

Post by grapedog » Sun, 26. Sep 21, 16:44

Split Themed - Antimatter Converter and Advanced Composites Complex

Using the new station design rules, I think this was one of the first ones I created. Messed around with laying the habitats flat, which saves SOO much room. Plus you can build above and below the 3 way connector at the end of each hab. You can create a Hab circle with 6 L habitats, These new designs can save a LOT of space. Solar panels placed for max sunlight exposure.

This one is 2 levels, the bottom level being food prodcution, and the top being everything else.

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grapedog
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Re: X4 Station Design Contest

Post by grapedog » Sun, 26. Sep 21, 16:49

Split Themed Field Coil Complex

Designed with the old design editor, but I really like this one.

Housing on top, everything else on the lower level. No one wants to live with all that manufacturing going on right outside the windows, am i right? Solar panels placed for max exposure.

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grapedog
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Re: X4 Station Design Contest

Post by grapedog » Sun, 26. Sep 21, 16:53

Paranid Themed Turret/Shield/Weapon Complex

Designed using the old method, but still a design I really like. Housing on the top, along with storage. Manufacturing on the bottom level, well away from the workers, solar panels built for max exposure.

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grapedog
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Re: X4 Station Design Contest

Post by grapedog » Sun, 26. Sep 21, 17:03

Teladi themed - Turrets, Shields, Advanced Electronics, and Field Coil complex

Designed with the old editor, but I really like this one for Teladi designs. Solar panels placed for max exposure. When I try a Teladi character, I'll build a lot more with their style. Typically now I only build in the theme of the race I chose at the start. This is from my first game when I unlocked all the plans, and played with everything a bit. This first playthrough has some UGLY stations, and some beautiful ones. Maybe someday I'll go and rebuild some of them with the new mechanics in mind. I really love some of these old designs though.

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grapedog
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Re: X4 Station Design Contest

Post by grapedog » Sun, 26. Sep 21, 17:07

Teladi themed Advanced Electronics, Engine Parts, and Hull Parts complex.

Designed with the old editor, another design for the Teladi I really liked. Housing on top, food on the bottom, manufacturing in the middle, with solar panels having a great view of the sun in that system.

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grapedog
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Re: X4 Station Design Contest

Post by grapedog » Sun, 26. Sep 21, 17:17

Split Themed Baby Foo.... i mean drug complex.

Designed with the old editor, this one of the first times I tried an all Split design. Really fell in love with using Split pieces for designs after this station. This was also one of the first times I tried using Defensive pieces for regular designs. The SPL defense 3 way gives them a bit more design flexibility than just using their normal building pieces.

This one looks like a jumble, and it kind of is... but it's fun as hell to fly around and through. It has solar panels placed for max sunlight, and it produces all the drugs. Spaceweed, Spacefuel, Maja Dust, and Stimulants. It's crazy how much the Commonwealth races will pay for Stimulants, they really really like that stuff.

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grapedog
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Re: X4 Station Design Contest

Post by grapedog » Sun, 26. Sep 21, 17:28

Design for the Sacrosanct Enclave, for the Paranid Unification.

I know the Paranid are fans of the number 3, so I tried to work that into my design.

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Tarazu
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Re: X4 Station Design Contest

Post by Tarazu » Sun, 26. Sep 21, 17:43

I love the split, so in my game they gained the ability to build gateway stations.

Welcome to Split territory!

https://drive.google.com/file/d/1DI6zXJ ... sp=sharing


adeine
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Re: X4 Station Design Contest

Post by adeine » Sun, 26. Sep 21, 20:07

Image
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When it became clear after the reconnection of the gate network that standard Orbital Supply Nodes were inadequate to maintain a network of supply logistics in hostile territory far from the safety of Sol, Terran High Command devised the Fleet Ordnance Bastion to take their place. Heavily armed and shielded, this behemoth of an outpost is only marginally less efficient than an ordinary Orbital Supply Node with a greatly optimised footprint. Built in an inverse Reuleaux triangle, its defensive modules provide seamless turret coverage while providing visual and kinetic shielding to each of the three docking bays. Unlike its predecessor its operation is fully autonomous, with two large arcology spheres nestled in its centre providing all needs and creature comforts for more than 15,000 personnel.
* (expand gallery for planning layout)

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