well, in the current and previous versions of KSP it has been impossible to built large bases due to the fact that the engine is always calculating the physics of each part when you get closer than 2km or so and thus generating enormous amounts of lag with any large base, my idea to reduce the lag is to make it so that the base sections can be "anchored" into the ground and therefore in the engines eyes a solid structure like the buildings at the KSP space port which dont need any physics calculations as they are a part of the world in the eyes of the engine. the way that i think this could work would be to have a popup when you land on the planet saying "would you like to anchor your structure" after you click yes the structure becomes a solid structure and part of the planet like the KSP space port buildings and when you want to move them or destroy them you click "unanchor structure" which would make the structure physics enabled once again. i have read the comments and saw that whaffle has a great idea for how this could actually be implemented. "I'm not sure if this would be feasible, but it would be cool if the physics for the anchor parts would continue to check for stresses while the rest of the craft (now stationary structure) would be off-loaded from the physics engine. That way, if something smacks into your base with enough force, the anchors could break and the craft would become physics-enabled once more. That would make it harder to do 'exploity' things with permanent bases, as they would not be totally indestructible and wouldn't be "stackable" because of the need for anchor parts to be near the ground. I suppose the docking port mechanics on anchored bases would need to be worked out also." i would love to see reply's from anybody that thinks this is a good idea as i would like a developer to see this.