Greetings
boggled!
Have you ever considered adding megastructures? sorry if this was already asked!
here are a few ideas! hope these can inspire you! note:
has PS (has player storage)Here's some Mad Science Projects:Q.G.B has PS,
Quadrant Gridlock Bastion (a minor fort that watches traffic around the system and creates a unique patrol that improves the safety around the system, kinda like a independent market with a defense station, patrol HQ, but minor and can be build near planets or in a Stable Location, has moderate CRED and resource upkeep needs hulls, supplies and fuel) improves stability at the cost of some accessbility, decreases neutral and enemy fleets burn rates, increases burn rates for it's own faction
W.A.S has PS,
Warp-Accelerator Station, (nulls the supply and fuel costs of using warp points in the system, built in Warp-Points has a storage for player use) think of it like a tollbooth, a gate to the system, can be closed if ordered, but the System's Star Warp Point remains, could be a tactical choice, imagine if we could monetize that as well
E.T.P.P has PS,
Experimental Translocator Phase Project (similar to your gate mods, but it has a 1 and half month cooldown, requires raw volatiles to activate, needs another ETPP as a target, reduces CR after use, can break down and send the fleet to a system close to the target location, in which case the ETPP will require repairs to be activated again, unreliable, but teleportation nonetheless) Does not break down if both ETBP are build and used in the same star system,
O.S.F.T has PS,
Obsfucator Stealth Field Transmitter (It helps hide faction ships profile in the system, throws a shadow on them, has a huge radious and upkeep cost, needs a supply of volatiles to work 100%, else 50% of the shadow efficiency)
E.N.O.S,
Experimental Neutrino Observator Satellite has PS, (Consumes volatiles to increase radar detection in the entire system with a near perfect range, can breakdown and cause eletromagnetic burst to all ships in the system, causing loses in CR, but hey, nothing good is free)
except for ingame stable location buildings grrrrr.. S.C.H.S,
Star Collector Hoarding Station has PS, (basically a solar powered structure around a star that collects volatiles and refines them into fuel, stores them for PC use, has moderate CRED upkeep, one per system)
D. H. M Drone Hive Manufactory has PS, (a Drone Constructor building that uses a NanoForge and a Beta Core to construct autonomous AI Robot carrier fleets that protect the system, Salvage level, has moderate CRED upkeep, has metals, transplutonics and heavy weaponry demands to build robo-fleets) can be upgraded to Remnant Level with Alpha Cores, to produce Remnant fleets with a hefty cost, has a chance to spawn... AI captains, this building has the unfortunate chance to break down.. and cause hostile fleets to spawn and wreak havoc
P.D Personal Dominion (basically, this is a station/colony that can teleport itself via Beacons and defend when attacked, has storage, has a huge CRED upkeep, has it's own unique built-in OSFT, ETPP, ENOS and DHM inside, these beacons could be a ability that once activated triggers the Phase Tanslocator inside the P.D to make it teleport to the Beacon Location after a few days.. or even months, it needs a Alpha Core, NanoForge and material demands met to work 100%, costs 100 Volatiles to use the ETPP, can breakdown and cause EM burst in the system when it finally reaches it's beacon target reducing the CR of everything in it location, require repairs in case of breakdown, it is also a fort station that can defend itself with drone fighters and can spawn robot fleets in the system it is currently if the DHM requirements are met, reduces profile of friendly fleets, increases radar detection ranges, yes it does overlap some buildings, but it is a bit costly to keep this Dominions running smoothly, however with the chances of breakdowns, upkeep costs it can be very balanced to build it and keep it, when it attracts undue attention it can just Teleport somewhere else, robotic fleets built by the P.D's DHM get destroyed when the P.D leaves the system they're in, it's a basically a moveable-player house with turrets and sentries, imagine teleporting those in a system you're about to conquer/raid, it can be destroyed by the Enemy Factions as if it was a Pirate/pather Hideout, the P.D beacons also have a recall function for player fleets, consumes volatiles to do so and reduces CR after use
Hopefully these ideas can inspire you to keep on modding and improving this mod, and thank you again for your time and hard work on this masterpiece mod.