PLAYER PLANETARY BUILDING. To save Elite. A game we all love.

The thing I loved about Elite is that we were just insignificant working pilots trying to get by, the equivalent of “white van man”, now the ability to own fleets and later a mobile base has diminished that somewhat.

But the ability to build, own and run a fixed station as well feels to me like a step too far. Perhaps if you could only have one fixed base or Fleet Carrier at a time and starting the process to buy or construct a new one shut down the existing base/carrier.
Bit like space legs for us Elite oldies ;)
 
There has to be some way of making them invulnerable. There is precedent, after all: while it's possible to go in and massacre the population of an Odyssey settlement, you can't do that to a proper planetary port.

Therefore, even if cheap bases begin as the equivalent of Odyssey settlements, it should be possible to pay more to get them "hardened".
 
There has to be some way of making them invulnerable. There is precedent, after all: while it's possible to go in and massacre the population of an Odyssey settlement, you can't do that to a proper planetary port.

Therefore, even if cheap bases begin as the equivalent of Odyssey settlements, it should be possible to pay more to get them "hardened".
I think this is the issue, invulnerable FCs fill the bubble like rubbish filling a landfill. If they could be damaged or destroyed it might have put people off from just splashing out to have a invulnerable super tanker that can't be damaged.
 
I would copy StarField's base building system directly. Extracting, manufacturing and improving the system.
Bethesda have made something very entertaining out of that part of the game.
Looking at SF bases we have a place for beds, but our Cmdrs don't sleep.
Automining but Fdev have always been against passive credits.
Greenhouses for spidroins for suits, not sure that would apply to ours.
Labs to do research, or churn out narcotics.
Warehouse space.

The main issue would be that it ties us to a particular spot, unless we left a trail of camps into the black. Our carrier could carry out most of these functions and go where we want.
 
Yeah can imagine loads of dead settlements like dead FCs which the owning player has poured billions into 🤔
 
I think this is the issue, invulnerable FCs fill the bubble like rubbish filling a landfill. If they could be damaged or destroyed it might have put people off from just splashing out to have a invulnerable super tanker that can't be damaged.
Why would we want putting off? Its a great tool for exploration, just because some folks don't want them.
How many systems are there in the bubble? i often fly through hundreds without seeing a single one.

O7
 
Why would we want putting off? Its a great tool for exploration, just because some folks don't want them.
How many systems are there in the bubble? i often fly through hundreds without seeing a single one.

O7
That's because they stack up in popular systems, then they go dormant and no one else can get in. You should get maybe 1 week in a populated system before the timer starts on you to pack it up and move along. That's long enough to enjoy a CG or participate in a conflict. Else you've set up shop and are just taking up space.

When the narrative is "I can afford my carrier for 56 years", that's sometimes saying "I can avoid playing for that long and not lose my carrier".
 
With FD's grind practice in most aspects of the game, basebuilding with the PVP where player(s) can takeover your base is just not worth it except for a small group of PVP players

Honestly, you're better off playing DayZ/Rust and build a base just to be raided sooner or later.

And the upkeep to keep it operational? No thanks.

I'm up for basebuilding but it needs to provide some kind of benefits. Let's look at fleet carriers:

  • Can store my fleet and modules
  • Move all my stuff 500ly every 20 mins or so
  • Multiple services (rearm, refuel, repair, market etc)

  • Uses fuel (tritium)
  • Has upkeep

Worth it? That's a Yes from me and seeing lots of fleet carriers in-game its a Yes from many.

Now player owned bases need to have certain benefits and rewards. Since it's static something like a daily award of some sort of materials maybe.

Like game chests you can open every 24h in other games.

Crew management - go mine tritium, farm those settlement defense plans, grab manufacturing instructions, hunt those pharmaceutical isolators for example.

In return - upkeep

Just my 2 cents...
+
 
That's because they stack up in popular systems, then they go dormant and no one else can get in. You should get maybe 1 week in a populated system before the timer starts on you to pack it up and move along. That's long enough to enjoy a CG or participate in a conflict. Else you've set up shop and are just taking up space.

When the narrative is "I can afford my carrier for 56 years", that's sometimes saying "I can avoid playing for that long and not lose my carrier".

That's been argued before, but let's put it this way to people arguing ground bases should be destructible. How many Fleet Carriers do you think would be in popular systems if they were destructible? The answer is zero, because the moment you jumped your FC in to a popular system the gankers and "let the universe burn" crowd would jump in and attack it until it was scrap. So really there are two options, have crowded systems or empty systems, since the discussion on system timers has been had endlessly and we still haven't got timers that's simply not going to happen and I don't think it's a point worth arguing over anymore.

Basically if we had destructible bases and location were publicly available like FC's, we wouldn't have ground bases because they would all be destroyed pretty soon after the location was revealed, you would lucky to finish building it let alone get any advantage out of it.

Edited would to wouldn't because I don't know how to spell!
 
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That's been argued before, but let's put it this way to people arguing ground bases should be destructible. How many Fleet Carriers do you think would be in popular systems if they were destructible? The answer is zero, because the moment you jumped your FC in to a popular system the gankers and "let the universe burn" crowd would jump in and attack it until it was scrap. So really there are two options, have crowded systems or empty systems, since the discussion on system timers has been had endlessly and we still haven't got timers that's simply not going to happen and I don't think it's a point worth arguing over anymore.

Basically if we had destructible bases and location were publicly available like FC's, we would have ground bases because they would all be destroyed pretty soon after the location was revealed, you would lucky to finish building it let alone get any advantage out of it.
Yeah, nothing that could be accessed in all modes could be destructible. It wouldn't jive across the modes to see your base fall apart with no one around to defend it against.
 
What is the ingame explanation of spending huge credits and gathering mats for a planetary dwelling when a transport ship the size of a football field can be simply be parked as a prefabbed mobile home on any landable planet?

I realize the game doesn't currently allow players to park ships on planet surfaces and leave them as a persistent items. But if base building was introduced this is the question I would be wondering.
... OKAY NOW THAT'S GONNA BOTHER ME.

Planetary bases and settlements built out of the hulks of derelicts are like... a science fiction staple. And we don't have anything like that in the game? No ramshackle pirate outposts consisting of a small landing pad next to a cabin and the hulk of a partially-stripped anaconda?

A derelict T9 with a barely-swept patch of dirt for a landing pad that doesn't even have a hologram or marker paint, not visible from the air as anything other than a crashed transport, while if you request docking they'll happily send you the compass beacon and tell your autodocker where the pad is so you can see if you're buying what they're selling which is probably not entirely legal? Maybe the "settlement" isn't actually there when you come back the following week and it actually is just an empty derelict now?

That would be dank. It'd be amazing. I'd love to see "trading beacons" that are just pop-up unregistered settlements based out of parked/crashed ships selling weird and possibly rare goods at weird and incredibly rare prices.

AAAAUUUUGGGGHHHH thematically that trope is like the absolute peak of dark edgy 90s scifi it'd be amazing I want this in the game now
 
... OKAY NOW THAT'S GONNA BOTHER ME.

Planetary bases and settlements built out of the hulks of derelicts are like... a science fiction staple. And we don't have anything like that in the game? No ramshackle pirate outposts consisting of a small landing pad next to a cabin and the hulk of a partially-stripped anaconda?

A derelict T9 with a barely-swept patch of dirt for a landing pad that doesn't even have a hologram or marker paint, not visible from the air as anything other than a crashed transport, while if you request docking they'll happily send you the compass beacon and tell your autodocker where the pad is so you can see if you're buying what they're selling which is probably not entirely legal? Maybe the "settlement" isn't actually there when you come back the following week and it actually is just an empty derelict now?

That would be dank. It'd be amazing. I'd love to see "trading beacons" that are just pop-up unregistered settlements based out of parked/crashed ships selling weird and possibly rare goods at weird and incredibly rare prices.

AAAAUUUUGGGGHHHH thematically that trope is like the absolute peak of dark edgy 90s scifi it'd be amazing I want this in the game now
How about a T9 mostly submerged in the ground to control the temperature and provide some camo, like maybe all you see is the entry area sticking out of the side of a mountain way down in a crevice shadow.
 
How about a T9 mostly submerged in the ground to control the temperature and provide some camo, like maybe all you see is the entry area sticking out of the side of a mountain way down in a crevice shadow.
That would also be cool as hell.

Of course, it would require the devs to actually come up with interior layouts for the ships in question, even if they wanted to fluff these little outposts as having been cut open, scavenged and retrofitted...
 
Why would we want putting off? Its a great tool for exploration, just because some folks don't want them.
How many systems are there in the bubble? i often fly through hundreds without seeing a single one.

O7
All the high traffic systems have loads of FCs some slowly slipping on the slope of decommissioning due to their owners leaving the game for reasons unknown. All I'm saying is if the player hasn't played for months (6 months+) the FC should be closed for a month then decommissioned.
 
Yeah, nothing that could be accessed in all modes could be destructible.
There's almost already precedent for that - the Thargoid War has a mechanism for space stations to be attacked and defended on a weekly cycle, so the actual state change happens when no-one is logged in (and you don't need 24/7 defensive presence just in case). Extending that to have some players on the attacking side is combining things we've already seen exist.

The tricky thing would be finding a reason to have them that justified the effort of defending them while also not relying on other player attacks to be the balancing factor for whatever they do.

Planetary bases and settlements built out of the hulks of derelicts are like... a science fiction staple. And we don't have anything like that in the game? No ramshackle pirate outposts consisting of a small landing pad next to a cabin and the hulk of a partially-stripped anaconda?
Some of the tip-off sites are a bit like that - including text which suggests that smugglers have been using them as caches - though of course with those you always get there after people have moved on. More of that sort of thing would be great - I spent months when they added tip-offs to Colonia getting the missions and cataloguing the sites.
 
Some of the tip-off sites are a bit like that - including text which suggests that smugglers have been using them as caches - though of course with those you always get there after people have moved on. More of that sort of thing would be great - I spent months when they added tip-offs to Colonia getting the missions and cataloguing the sites.
yeah, getting actual temporary "settlements" with people walking around that you can trade with, take missions from, and so on would be great - although if the settlements are transient then there would have to be some allowance for the mission to be cashed in at a location other than the guy you took it from (or to have one-way missions that are completed and paid on delivery instead of return - which is not currently a thing for odyssey)
 
... OKAY NOW THAT'S GONNA BOTHER ME.

Planetary bases and settlements built out of the hulks of derelicts are like... a science fiction staple. And we don't have anything like that in the game? No ramshackle pirate outposts consisting of a small landing pad next to a cabin and the hulk of a partially-stripped anaconda?

A derelict T9 with a barely-swept patch of dirt for a landing pad that doesn't even have a hologram or marker paint, not visible from the air as anything other than a crashed transport, while if you request docking they'll happily send you the compass beacon and tell your autodocker where the pad is so you can see if you're buying what they're selling which is probably not entirely legal? Maybe the "settlement" isn't actually there when you come back the following week and it actually is just an empty derelict now?

That would be dank. It'd be amazing. I'd love to see "trading beacons" that are just pop-up unregistered settlements based out of parked/crashed ships selling weird and possibly rare goods at weird and incredibly rare prices.

AAAAUUUUGGGGHHHH thematically that trope is like the absolute peak of dark edgy 90s scifi it'd be amazing I want this in the game now
There is one of the “crashed” Anaconda sites that is a lot like that.
 
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