for the graphics side, i'd prefer something relatively elaborate.
first put up some skeleton bars along the major lines of the hull, the main spine(s) of the ship. either as single bar or as multiple interconnected lines going in parallel (mostly for bigger ships, redundancy and spread load)
then i'd expand some blobby structures around hardpoints (reactors, shields, engines, turret mounts etc) slowly expanding them and spreading webbing of preliminary structural elements, larger power conduits, conveyors and piping between them
then i'd start to fill out the bulk of the ship, growing from the structural bars and the hardpoints.
towards the end (at 50-75 ish percent volume filled) i'd start some webbing tracing the hull forms (hull frame)
at the end the actual hull plating gets added while the last gaps in the internal structure get filled out.
all of that accompanied by fancy sci-fi looking fanning beams tracing the locations where stuff is currently being added, originating from construction drones and/or the gantry around the object under construction
fancy sci-fi looking fanning laser show projector :V
BFett wrote: ↑Sat Feb 10, 2018 12:53 am
Or all ships could be treated the same and exit a massive hanger when they are finished. Being hidden from view while they are being worked on.
why handle them differently from stations?
stations have to be built in plain view anyway, why not reuse whatever system they use?
also, why make capitals a special case? why would a fighter in construction be handled differently than capship construction? (besides the scale of the construction [something])
why shouldnt i be able to just put together a fighter in space if i dont have a production bay to do it internally?