The New Guilds and Player Owned Stations Discussion Thread.

Guilds and Player Owned Stations

  • Guilds and limited player-owned stations

    Votes: 788 54.4%
  • No guilds or player owned stations

    Votes: 506 34.9%
  • Guilds but no limited player-owned stations

    Votes: 155 10.7%

  • Total voters
    1,449
  • Poll closed .
Status
Thread Closed: Not open for further replies.
It's just because people don't really bother with correct grammar that much on the internet but at least it is readable. Anyway we're did I say your instead of your'e?

Guy, I was supporting you, even in accord of your other post above about your spelling. I was making the general point that it's all (spelling & grammar) gone south because of the internet.

The point is being made by several posters because you were the one to call out for "proper English" regarding Scud's post. See the connection?

And it's "where"
 
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I think that with looting and crafting having been announced as part of planetary landings, it makes sense to me that players should be able to build their own base camp. Here's how I think it could work:

- a base camp is owned by a player.
- it consists of a set of camp units that players can buy as cargo and deploy on the surface, or (for optional, simple units) crafted from materials mined on the surface by automated mining drones (also bought as cargo and deployed on the surface).
- Camp units are:
- power plant (required)
- solar panels if there is enough sunlight, radioisotope thermoelectric generator and/or fuel converter which must be occasionally refilled with fuel (at least one is required)
- ground water pump (required for greenhouse)
- greenhouse
- habitat with life support (required on non-Earth-likes)
- storage space
- ship maintenance/repair unit
- communication array/homing beacon (required)
- security system with defence turret

You can also deploy automated mining drones.

Players can arrange camp units in any way they like, in a Sim Basecamp kind of way. Camp units are laid out in a grid pattern and must connect to each other in some way. Certain units are required to make the camp operational; others are optional. Power plants, ground water pumps and life support have a limit to how many optional units they can support. You also may need to add solar panels and fuel converters depending on the size and power requirements of your camp. Your camp may need regular supplies of: material (unless you have mining drones), water (unless you have a ground water pump), fuel (unless solar panels or radioisotope thermoelectric generator are enough), seeds (if you have greenhouses, unless you have enough of them to be self-sustaining). You can of course stockpile any cargo if you have at least one storage unit.

The owner can manage the camp by accessing a control page which displays status, stores etc. The challenge is to adjust everything so the place runs itself and stays balanced. Turn your back on a camp too long, and it may spin out of control and break down or run out of power/water or get looted/destroyed.

Friends can be given access to the control page, and/or bring supplies or access them and get their ships repaired. This makes for great expedition base camps, or pirate lairs. Base cameos can also be made accessible to all players, i.e. as a Fuel Rat rescue camp.

Important: players can name their camp. This is visible on the landing pad or something.

In order to stop players from building huge sprawling cities all over the place:

- required units are expensive. They support a limited number of other units.
- the bigger the camp, the more challenging to set it up so it can manage itself, and the more resupply and checking it needs. Build too big or too many camps and you'll have a full time job just keeping them going!
- camps can only be built on unclaimed worlds, or worlds claimed by a faction you're part of.
- camps can be looted and destroyed (takeovers are too difficult). As such it makes sense to configure them to "go dark" while you're away and only light up as you approach them. The beacon is of course so you and your friends can find them. However other players could stumble across them by accident.

Because a camp consists basically of a set of standard units laid out in a connected square grid pattern, it is very easy to save its location, status and configuration data in compressed form on the galaxy server.

Assets created for the base camp can be recycled in the game as world building props for outposts and stations and stuff.

In the very long term (if Frontier feels ambitious), players could turn base camps in small outposts (Sim Station?). Run your own garage, bar, Wild West-style supplies store.
 
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I think that with looting and crafting having been announced as part of planetary landings, it makes sense to me that players should be able to build their own base camp. Here's how I think it could work:

- a base camp is owned by a player.
- it consists of a set of camp units that players can buy as cargo and deploy on the surface, or (for optional, simple units) crafted from materials mined on the surface by automated mining drones (also bought as cargo and deployed on the surface).
- Camp units are:
- power plant (required)
- solar panels if there is enough sunlight, radioisotope thermoelectric generator and/or fuel converter which must be occasionally refilled with fuel (at least one is required)
- ground water pump (required for greenhouse)
- greenhouse
- habitat with life support (required on non-Earth-likes)
- storage space
- ship maintenance/repair unit
- communication array/homing beacon (required)
- security system with defence turret

You can also deploy automated mining drones.

Players can arrange camp units in any way they like, in a Sim Basecamp kind of way. Camp units are laid out in a grid pattern and must connect to each other in some way. Certain units are required to make the camp operational; others are optional. Power plants, ground water pumps and life support have a limit to how many optional units they can support. You also may need to add solar panels and fuel converters depending on the size and power requirements of your camp. Your camp may need regular supplies of: material (unless you have mining drones), water (unless you have a ground water pump), fuel (unless solar panels or radioisotope thermoelectric generator are enough), seeds (if you have greenhouses, unless you have enough of them to be self-sustaining). You can of course stockpile any cargo if you have at least one storage unit.

The owner can manage the camp by accessing a control page which displays status, stores etc. The challenge is to adjust everything so the place runs itself and stays balanced. Turn your back on a camp too long, and it may spin out of control and break down or run out of power/water or get looted/destroyed.

Friends can be given access to the control page, and/or bring supplies or access them and get their ships repaired. This makes for great expedition base camps, or pirate lairs. Base cameos can also be made accessible to all players, i.e. as a Fuel Rat rescue camp.

Important: players can name their camp. This is visible on the landing pad or something.

In order to stop players from building huge sprawling cities all over the place:

- required units are expensive. They support a limited number of other units.
- the bigger the camp, the more challenging to set it up so it can manage itself, and the more resupply and checking it needs. Build too big or too many camps and you'll have a full time job just keeping them going!
- camps can only be built on unclaimed worlds, or worlds claimed by a faction you're part of.
- camps can be looted and destroyed (takeovers are too difficult). As such it makes sense to configure them to "go dark" while you're away and only light up as you approach them. The beacon is of course so you and your friends can find them. However other players could stumble across them by accident.

Because a camp consists basically of a set of standard units laid out in a connected square grid pattern, it is very easy to save its location, status and configuration data in compressed form on the galaxy server.

Assets created for the base camp can be recycled in the game as world building props for outposts and stations and stuff.

In the very long term (if Frontier feels ambitious), players could turn base camps in small outposts (Sim Station?). Run your own garage, bar, Wild West-style supplies store.


Like the way this sounds.
 
Like the way this sounds.

In agreement, I enjoy that gameplay - have always enjoyed games like theme hospital/civ/caeser/rct and think that FD would be brilliant at bringing that style of play into their games because of their experience with RCT (and the upcoming planet coaster)
 
I had created a thread few days ago with ideas on clan support n clan stations, i didnt know there was a major thread on it already till someone told me today.

But anyway here what i wrote and i hope this will help towards us players getting clan support.



Game does need full clan support, along with ranks a clan can obtain and special rewards or traits n abilities for gaining those ranks. Clan shop and markets where depending on your rank in a clan to show devotion and time spent with a clan could give better buy n sell prices and other time devoted rewards. Players would have to donate there own market place items towards the clan market where leaders could set the prices, even set whether something is deemed legal and illegal.

Players would be there own security force being able to scan ships for illegal goods or warrants (could create a whole new job line). Which brings me to the next bit underneath.


Maybe clans can make there own station in a system of there choice, spend credits on doing it up, station could start off as small with limited number of landing pads, facilities which can be upgraded in the end having big orbital stations with tons of landing pads. Every time say a landing pad is added, that section gets added and (you notice the upgrade). Could even have player fetch there own materials (once horizons comes in). Having to put money and materials fetched from surfaces and space, (you get to your station, you and fellow clan players could even work on building the upgrades), by exiting your ship in your suit and making the sufficient upgrades to prepare your new station (another whole new job line). Station could be upgraded with different ranked shields to different ranked weapons, armor, auto scanners, even upgrade a workforce (more workers and better efficiency) that would repair the station or aid in the repairs of a station alongside players because of damage taken in space due to its hazards or events ie meteors, comets, pirate or alien invasions or other clan on clan fights.




This was all quickly thought of, the devs prob already have some of this in mind but if not it would certainly be sweet for elite to have these things implemented at some point. I'd love all your thoughts and ideas adding towards what I've talked about above, thank you..
 
I like your idea nexxo !!

It would add a little surviving theme inside ED. You would have camps and you would had to protect your stored items/products, otherwise some people could stole them !

We could also refuel / repair our own ship or other ships if we got enought supply and proper units.

Some people will use those camp as a base very far away at the end of the galaxy in order to have a base where to rest before exploring more.
It could even be used as outpost to search for Thargoids and others aliens ! If we had some dectector it could also warn us before an alien invasion !
 
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I think that with looting and crafting having been announced as part of planetary landings, it makes sense to me that players should be able to build their own base camp. Here's how I think it could work:

- a base camp is owned by a player.
- it consists of a set of camp units that players can buy as cargo and deploy on the surface, or (for optional, simple units) crafted from materials mined on the surface by automated mining drones (also bought as cargo and deployed on the surface).
- Camp units are:
- power plant (required)
- solar panels if there is enough sunlight, radioisotope thermoelectric generator and/or fuel converter which must be occasionally refilled with fuel (at least one is required)
- ground water pump (required for greenhouse)
- greenhouse
- habitat with life support (required on non-Earth-likes)
- storage space
- ship maintenance/repair unit
- communication array/homing beacon (required)
- security system with defence turret

You can also deploy automated mining drones.

Players can arrange camp units in any way they like, in a Sim Basecamp kind of way. Camp units are laid out in a grid pattern and must connect to each other in some way. Certain units are required to make the camp operational; others are optional. Power plants, ground water pumps and life support have a limit to how many optional units they can support. You also may need to add solar panels and fuel converters depending on the size and power requirements of your camp. Your camp may need regular supplies of: material (unless you have mining drones), water (unless you have a ground water pump), fuel (unless solar panels or radioisotope thermoelectric generator are enough), seeds (if you have greenhouses, unless you have enough of them to be self-sustaining). You can of course stockpile any cargo if you have at least one storage unit.

The owner can manage the camp by accessing a control page which displays status, stores etc. The challenge is to adjust everything so the place runs itself and stays balanced. Turn your back on a camp too long, and it may spin out of control and break down or run out of power/water or get looted/destroyed.

Friends can be given access to the control page, and/or bring supplies or access them and get their ships repaired. This makes for great expedition base camps, or pirate lairs. Base cameos can also be made accessible to all players, i.e. as a Fuel Rat rescue camp.

Important: players can name their camp. This is visible on the landing pad or something.

In order to stop players from building huge sprawling cities all over the place:

- required units are expensive. They support a limited number of other units.
- the bigger the camp, the more challenging to set it up so it can manage itself, and the more resupply and checking it needs. Build too big or too many camps and you'll have a full time job just keeping them going!
- camps can only be built on unclaimed worlds, or worlds claimed by a faction you're part of.
- camps can be looted and destroyed (takeovers are too difficult). As such it makes sense to configure them to "go dark" while you're away and only light up as you approach them. The beacon is of course so you and your friends can find them. However other players could stumble across them by accident.

Because a camp consists basically of a set of standard units laid out in a connected square grid pattern, it is very easy to save its location, status and configuration data in compressed form on the galaxy server.

Assets created for the base camp can be recycled in the game as world building props for outposts and stations and stuff.

In the very long term (if Frontier feels ambitious), players could turn base camps in small outposts (Sim Station?). Run your own garage, bar, Wild West-style supplies store.

I think this is an awesome idea mate !
 
I think the demographic of the average Elite Dangerous player has changed in the last 3 months, the initial kickstarters and supporters were made up of many solo wanters, and older gamers tired with being ganked within space MMOs of the last decade.

THEN.. like a BURST OF LIGHT came the gamers (some who played the original in 1984) who had been waiting till Elite Dangerous had stabilized, and the first expansion was released, THEN they bought it...

and were disappointed...

There is a distinct lack of player ability to manipulate the environment, on a physical and social level..


I think if this poll was taken again - there would be double the amount of people voting for player owned stations and guilds - if those people haven left already because of the lack of actual interactivity..
 
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Fleet stations or Hubs seems like a no brainer. I specific place guild-mates can meet and plan their excursions. I was lucky to get involved with a great Fleet called A Different Kind and the thought of having a base makes my dork radar sizzle!
 
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