It is a truism that a GM can never really be sure what a group of players will do, or which NPCs they are going to grow fond of. Places and objects, however... are they the same? In games like Star Wars, Serenity, Mechwarrior, Traveller, Spelljammer, etc. having an attachment between ship and crew enhances play incredibly. The same goes for Shadowrun with a beloved bar in the Sprawl, a favorite Faro table in Aces&Eights, or dare I say tavern in D&D.
Sometimes, the players will simply do this for you from character generation as part of the group's concept. Other times, however, they do not.
This question is in regard to those other times, when the group has no hangout, no bond with their ship, no turf to protect, and basically - no attachments. How can a GM reliably overcome this austere lifestyle and help the players connect with an otherwise ordinary physical object or location, so that their interest and attachment can elevate it to the extraordinary?
Imagine how Star Trek would have been if instead of his beloved Enterprise, Kirk had to blandly go where no one is likely to go, aboard the USS Constellation? That sort of thing has to be opposed, does it not?