I decided to write a description of how I imagine Sigma-60 being filled out, complete with a poorly-done map in Paint. I'll post more of these if people like them.
Sigma-60
Jump Gates to: N/A Jump Holes to: Omicron-85, Omicron-64, Sigma-59
Tradelanes: N/A System population:
* Zoners show up around the northeastern quarter of the system. They only go and come via the Omicron-64 JH; they know well enough to leave those other two jump holes alone.
* Outcasts appear throughout the whole system, but are in greater numbers in the northern half. Very few should wander to the Sigma-59 JH.
* GMG appear mostly in the western and southern parts of the system, and rarely visit Freeport 8. They're there almost entirely as a defensive gesture to prevent Outcasts from hitting the GMG freehold.
Cabrera Field
An outcropping of the Edge Nebula. It is considered to be Outcast territory.
Location: Ellipsoid, the western part of the system. Color: Green Radiation: Yes Damp Sensors: No Roids: The flat ones seen in Omi Beta Other objects: Jump holes to Omi-64 and Omi-85, and some Outcast weapon platforms near the Omi-85 JH
Planet Yari
A hot, dry, marginally habitable planet. Orbital scans by GMG and Zoner explorers have both found moderate deposits of minerals. The point is likely moot, as Yari lies on the border with Outcast territory and is thus unlikely to be settled.
Freeport 8 (Zoners)
In contrast to many Zoner outposts, Freeport 8 struggles to survive in the harsh environment of the outer Sigma systems. It processes the minerals mined in the Korlin Field into usable materials, such as Basic Alloys, which the Zoners sell for money to spend on necessities such as food, water, and medical supplies. Freeport 8 also serves as a trading post.
Freeport 8 is the only outpost in Sigma-60 and the only remaining Freeport in the Sigma systems, after the destruction of Freeport 7 by Nomads in 800 AS.
Station layout:
It should have a smelting plant, no biodomes (reliant on imports from Kusari), but a large number of storage units. The Zoners ship various supplies and goods there from Honshu, and sell them to the Outcasts.
Korlin Field
Named for the Zoner who claimed it, the Korlin Field is an anomaly in Sirius, containing a variety of minerals, but none in high quantities. It is unknown why it never coalesced into a planet, and the presence of Outcasts in system makes it unlikely that a scientific mission to determine this will be carried out anytime soon. Zoners from Freeport 8 ply the field, searching for minerals they can process into the goods they sell to survive.
Location: Ellipsoid, the northeastern part of the system. Radiation: No Damp Sensors: No Roids: Round Tau-23 roids. Minable: No. Other objects: Three Zoner asteroid miners.
GMG Dust Cloud
A cloud of dust with no appreciable resources. GMG patrols are known to be in the area.
Location: An ellipsoid, in the southern part of the system. Roid Type: Dust Radiation: No Minable: No Other objects: The Sigma-59 jump hole, and several GMG weapon platforms.
Here's an even better question: why do the Outcasts have a jump hole to GMG's guard system (Sigma-59)? Sigma-60 is the system inbetween, realistically I doubt either the GMG or the Outcasts would let passers by just go through their guard system to the system inbetween.
1) Up to 4 bases, including pre-existent bases.
2) Asteroid fields. Fields should be properly set up for each Sirius region. For example, ice fields are not expected to be anywhere except the Barrier. Stone asteroids might be anywhere. Also, don't use mined asteroid models.
3) Encounters of friendly guardian faction and base NPC faction (Lane Hacker Guard fighters and Lane Hacker traders, for example). In the case of phantoms, nomad encounters (hostile to anyone, including the phantoms, but what else can we do?). Other hostile encounters currently not allowed.
4) Unpopulated planets, quantity might be from 1 to 5.
5) New lights, if some of your objects require additional lighting (realistic).
6) Basic trade, equipment properties.
7) Empty wrecks.
What MUST NOT be added to a faction system:
1) New suns.
2) Populated planets.
3) Nebulas (1 might be allowed if it's not large and there are NO objects inside of it).
4) More than 20 weapon platforms (exception made for Dab's system).
5) Unique objects (Dyson sphere, Arch, etc; exception made for Nightfall's systems only).
6) Wrecks with any valuable equipment (total price more than 5-10 thousand credits).
7) Mineable fields, except for cheap commodities (water, oxygene).
8) Profitable trade routes (some basic trade properties should be set up tho).
9) Exclusive equipment selling points.
10) Bases, planets and nebulas with names that don't have direct relation to real Earth geography.
11) Anything not compatible with Vanilla FL setup and Discovery official history.
12) More than 2 bases that sell ships.
13) Large bases (Newark-type), trade lanes.
14) Objects added by Discovery. Use original models for everything, even for weapon platforms. The last Discovery-added model should be Nightfall's dockable Outcast dreadnought. No more allowed.
15) Any objects/combinations of objects that cause lag, graphical issues, crashes (obviously).
16) Large mine fields/debris fields (unrealistic).
17) Large encounters, nebulas and any zones, if over 40% of their area is out of system borders.
18) Any jump gates, new jump holes.
19) Patrol paths.
This fits all those rules, with the sole exception of the Cabrera field.
What I don't get is why I keep hearing that Sigma-60 is a faction system. As of 4.84 it's completely, utterly and totally unpopulated and devoid of anything besides the planet, the star, one navigation buoy, and the three jumpholes. If anything it'd be a contested system with these additions.
Are there plans already to put something there for 4.85?
I like this idea, as I would like to see more of these empty systems filled. However, as Blodo said, it really needs a jumphole to a non-guard system for it to be more realistic. It might be possible to add one in, but I don't really know about that aspect of modding at present.