To assure that there is enough variation across inhabited space, Elite: Dangerous will be using procedural algorithms to construct stations out of a range of modular assets. This technique will allow for a wide range of possible station designs, whilst allowing us to make the most of our library of assets.
Beyond making it easier to provide variation throughout the galaxy, a modular approach allows for several other advantages. One such benefit is that players will be able to see stations expand over time, or in response to player-driven events.
There are various functions that a module can be designed for and all have to be designed so that they look fit for purpose. Below are two examples of modules that are currently being designed. An agricultural module, for stations close enough to a star to sustainably grow crops, and cargo pods for external storage. The assumption is that plants grown in ‘natural light’ would attract a premium price.
Beyond designs for more conventional stations, we also plan to have a few specialist station types that fulfill specific roles; each constructed using their own sets of rules and modules. This will help to establish some stylistic differences between the stations, which will make it easier for players to define what the role of one is upon approach. Some examples are below:
Whilst we know that stations will be built modularly, and we have the technical framework in place to make this happen, we are still very much in the pre-visualisation stage when it comes to the aesthetic. That said, some important philosophies that are helping to guide the design of stations for Elite: Dangerous have already been established:
Scientific Plausibility: a station’s design needs to be structurally feasible, and make sense practically. How people get about, the use of very low gravity for loading/unloading of ships, but higher gravity for living – typically half to one earth-equivalent in strength.
Functionality: The function of each element should be considered – where things are stored, where people would want to live, etc. Why it is where it is, and how would people and goods get about.
Gravity: Living in gravity is comfortable, so in general, space stations spin. That way eating, sleeping, sneezing, and going to the toilet, are a lot more straightforward. Some things benefit from low gravity, like unloading cargo and manufacturing. Also, lower gravity levels (say 1/3 g) could be very pleasant because, for example, a normal human could strap on wings and fly! Because of this there is no special direction (no ‘up’), so there is no need for stations for example to be coplanar – something that a lot of science fiction designs neglect.
One idea that the team are currently exploring further is the concept that a station does not need to be a single structure, but can have multiple satellite components around a central structure, linked only by rapid transport routes. This idea is not only plausible but would offer the Elite stations a unique aesthetic that would be visually striking.
As stations are such a huge part of the game, the aesthetic direction that we choose is not a decision that we’re going to rush. We have literally hundreds of ideas at this point for what we want to do with this area of the game, our task now is to choose what we believe will be the best ones for a new Elite.
The Coriolis design of the station, is perhaps the most loved and iconic from the classic game so it’s fitting that it's the first station you will see in Elite: Dangerous.
Obviously we needed to update the original design but filling in those elegant white lines on any Elite design is always a challenge.
The beauty of them, and the reason I think they are so iconic is how one’s imagination fills in the form. Keeping the silhouette intact we added depth and detail with careful consideration given to the scientific realities of the station’s rotation and internal gravity.
The result is a major city in space and the first port of call for weary pilots with cargo to sell and ships to upgrade. There are other types of station to come, and there will be variation within the Coriolis Stations too.
The Hub
The interior of the station, the docking hub was a challenge due to its scale and unique cylindrical design.
For inspiration we looked at mega structures, some of the largest architecture on our planet. In these huge stadia, bridges and towers we found architectural patterns, and structural engineering motifs that were included in our designs.
Airports, dockyards and aircraft carriers were also researched and added to the mix. These familiar elements helped ground the design in reality and give a sense of the immense scale of the station.
It was important to consider the view not just from the players point of view from the cockpit but also from the deck of the landing pad looking up at your ship.
In the higher status stations, this docking hub is pressurised and this allows us to play with some different effects to give the interior of the station atmosphere. Fog formed from engine exhausts and outlets cling to the surface of the hub and this is illuminated by flood lights around the docking pads.
Here’s a shot of the final in game asset, you might notice a few tweaks and improvements since seeing it first in the Alpha 3 release as we have continued to add details and polish.
Seeing multiple pads in use or watching a pilot violate station law and suffer the consequences really brings the space to life. Going forward, expect to see more of the hustle and bustle of a busy port, ships landing and unloading, drones flying around and more advertising to add interest and variation each time you dock. Other types of space station will, of course, be made available – but we felt it only right that we start the process with a Coriolis!
by Chris Gregory
The Ocellus Starport is based on the Bernal Sphere space station originally suggested as a way of building a space habitat by scientist Jon Bernal in 1929. The sphere shape was chosen due to the ability of the shape to efficiently contain air pressure and provide efficient radiation shielding.
The Ocellus Starport is stronger, better protected from radiation and more expensive than the Coriolis class stations but smaller than the giant Orbis. Inside the sphere, in the void between the inner docking-cylinder hangers and the outer hull, is a huge amount of useable space for human habitatation. At the equator of the sphere, there is a comfortable 0.7g, which falls off as you approach the poles. On the outside, towering inverted “skyscrapers” emerge from the galleried central trench, allowing an impressive view of the universe for the rich residents who can afford such accommodation.
At the terraced front and rear of the sphere lie the more industrial parts of the station. Life support machinery, liquid and gas storage, workshops and small factories designed for producing goods in low gravity are positioned here, as well as capital-class weaponry for defence purposes. The very front of the station is home to the famous docking portal, viewing and control galleries, plus commercial and official premises and offices.
The main reason for their extra strength is the Ocellus stations can be moved intact from place to place as opposed to being assembled on site. Giant drives can be attached to them to move them from system to system when required, albeit very much more slowly than even the largest cargo ships. Only a few of them have been so equipped, and it is said that the arrival of an Ocellus at a gold-rush world marks the end of the early stage of the gold rush, as it marks the arrival of the eye of officialdom and the beginning of the end of the anarchic freedom of those early days.
It was first built by the Imperial Gutamaya shipyards in 3260 so it is a relatively recent design, but they are now built and operated throughout human space. Both the Federation and Empire operate them, as do a few of the big corporates – particularly for tourism – where an Ocellus will be stationed at a rare stellar spectacle for a few months, then will move on.