The magic of Olisar is that it feels grand and alive in first person. You guys design things for cinematics, not unfortunately player experience. When you get out of bed at Olisar you walk out to the main floor.... You see ships coming and going out of the windows. You pull a shop you see it outside on the road. You go into the airlock and you hear the sound mute. You walk out to the page and you view expands. Gas giant. Light the shado of the turning rings. A sense of motion. Shops coming and going. People visible inside the station. Its also not a hassle. You don't have to run forever or take elevators. I get that you need to make a new station..... Olisar has lots of problems. But all your bigger stations feel less grand because the scale is so big that nobody moving around it feels significant. They look good cinematically when You're panning across it, but they feel lifeless. You don't really see anyone except at the asop terminals. There is no or limited movement in the scene in or around the station. Other ships are only intangible contacts. The best example is the refineries areas or new stations. Giant windows/ports on the inside that are so far away you can really see the outside and nobody happens buy... So it make as well just be a backdrop. From the outside it's barely visible unless you go looking for it. Levski, Olisar and GrimHex you nailed (except the gambling viewing area from which there is really nothing to see...). Even grim and kevski which were the first to have hangars... You see pads on you way in.... You notice ships moving about. People often use the pads and there is a sense of relationship and continuity between the inside and the outside. I just wish you guys would understand what you're getting wrong in the design language with other stations. With Olisar you accidentally created a sense of scale and the feel of a trafficked, unique, grand and memorable place. I think Olisar should be preserved in game as some kind of artifact of the games history. But way more appropriately you lean why so many of us really life Olisar so you can build some of that experience into your new stations and locations. But way more appropriately you lean why so many of us really like Olisar so you can build some of that experience into your new locations.... Particularly the proportionate scale and relatable scale and continuity.