Okay, so we need to settle on a list of mods, and make sure they play well together. Personally, I really want to see block based Lasers and Tractor Beams from the Lasers mod. Weapons from the Guns mod (Sci Fi or Mundane) would be nice too; we can always use the default armors, so no worries there. Planes are pretty vital for getting from place to place, but are kinda hokey, and I might have to re-skin and re-sound them. I don't want
too much feature bloat; just enough to enable the gameplay. Setting it in the End, and enabling Endermen to spawn would be pretty cool, provided they only spawn in dark areas; that would enable sabotage and such too.
Anyway, can someone with some Mod know-how test these to make sure they work together, and function in SMP? Also, make sure the laser guns work on other players?
On the subject of designing the Space Station(s), might I suggest a modular approach kinda like the ISS? I have a tentative plan that uses modular 32x by 32y by 8z modules that serve certain purposes, and which could be copied, rotated, and arranged to assemble a space station shell using Worldedit tools. Some modules have pre-set functions, but others are open connector modules which have 10x10x6 customizable chambers inside, for making defensive areas, observation rooms, living quarters, etc.
Command Module:
Contains the Objective MacGuffin. Acts as a source of Redstone Power to all adjacent modules. Has a small observation bridge over a circular Command Room.
Hangar Module:
A large, open module containing several single-pilot spacecraft, and a large hangar bay with a toggleable Forcefield (Red Laser Grid? Repeller-beam?). Requires power.
Engineering Module:
Contains an array of manufacturing equipment, materials, weapons, and tools. Used for crafting and storage.
Generator Module:
Acts as a source of Redstone Power for all adjacent modules. Power can be toggled/sabotaged from within. (Details: Redstone travels 15 blocks before fading; with Repeaters on each edge of the generator, it will reach each module adjacent and diagonally connected to the generator. Repeaters are set to a long delay, so modules take a few seconds to power up/down.)
Connectors:
Various empty modules (some with windows) that connect on various sides to adjacent modules. 10x10 chamber in center of module is left open, and can be customized for various purposes. Requires power.
Laser Arrays:
Modules with laser arrays on one or more faces. Lasers can be fired manually, set to automatically pulse, or be disabled. Lasers can be fired for several seconds (10?) at a time, before they must recharge (a short repeater-based delay). Requires power.
Tractor Lifts:
Ring-shaped modules with a central chamber containing vertically-mounted tractor beams and decelerators. These allow crew to move up and down between decks. Lifts have emergency maintenance ladders, in the event of power-loss. Requires Power.