How could player-owned outposts / bases work?

Player needs a sense of ownership and personalization.

1. Allow players to rent or buy things for crewmembers in lounge which directly affects their happiness and combat effectiveness. it adds another factor besides Rank.
2. Allow players to invest money in local economies, market and make profit/loss out of it (investment cap is tied to your rank). present "Give donations" mission looks incomplete, it should go beyond that, many possibilities.
 
Yes!


Again yes!

I would agree that if a faction/superpower wanted to expand into your system that, in the event of success, it would mean instant eviction, whereupon you would be given back your materials and told to relocate them to an uncontrolled part of the galaxy, but in most cases I would bet that players would not want to build thier base in faction controlled space anyway.

Oh and if we keep shouting at the devs I know they will listen. All they're needing is a sensible approach to the idea.

o7

To be honest I can't see an issue with having your base anywhere, even in systems owned by factions. It still doesn't have to be tied into the BGS. I would just be a small holding with a few landing pads for your ships. The land you have bought.

People keep saying how planets woud get rammed with bases, but I just don't see that happening, as long as we can only own one. There are so many planets we can land on in the bubble, some of them are huge and far bigger then earth as well, that we could all be on one of these planets and never see each other at all.
 
Not sure what they would add, but if that would make you happy.
Personally I am from the old 84 team, so I rather see atmo landing, géant gas scooping, accretion disk, comets, meteor, before that.
I also think that richer mission should come first ( escort or intercept of big ship convoy come to mind ). Also pp and mining needs a revamp

This, all of these things should come first before adding something that is basically a ship that you can't move :p
 
Why allmost everyone thinks that a player station or outpost should be in the bgs and think about it in that way? It could have both ways.

We will get them its inevitable. If its not in this game it will be in another.
 
Don't have player homes/bases tied into the BGS, basically no commodities, no cartography. You could possibly have repair,restock and refuel, but you would need to manage those with the correct materials/commodities, Basically it will cost you, but it may be cheaper then repairing/restocking/refuelling at a station. They wouldn't be tied to any factions.

And the missions? The missions affect BGS - they play a large part in it. You suggest a mission spawner that isn't affected by the BGS? Sounds OP to me. You'd have to craft entirely new missions and make sure they won't affect the BGS, but all the activities around those missions do, too.
 
And the missions? The missions affect BGS - they play a large part in it. You suggest a mission spawner that isn't affected by the BGS? Sounds OP to me. You'd have to craft entirely new missions and make sure they won't affect the BGS, but all the activities around those missions do, too.

Why would there be missions spawned at your home? I am not talking about massive space stations or massive bases, just a small place for yourself with a few landing pads to park your own ships. Nobody else would be able to park there unless they had specific permission. There would be no mission givers at your base, no commodities, etc. They wouldn't be tied into the BGS at all.

You get missions from the normal places, space stations, large non-player owned planetary bases etc.
 

verminstar

Banned
And the missions? The missions affect BGS - they play a large part in it. You suggest a mission spawner that isn't affected by the BGS? Sounds OP to me. You'd have to craft entirely new missions and make sure they won't affect the BGS, but all the activities around those missions do, too.

I havent seen anyone asking fer anything that actively gives missions. Much as I would love my own little "man pad", I sure as hell wouldnt want a mission board because that means Id have to share with others. The entire purpose of owning ones own little pad would be so that one could be selective about who can or cannot dock there. With very limited facilities like repair and refuel and possibly storage, why would anyone even want a mission board? That sorta defeats the purpose I would have thought ^
 
I have always been in favor of player ownership in elite dangerous but I have to say many more things need to be addressed as well. We need proper fleet mechanics in this game so that player groups can represent themselves as well as manage themselves as well.
 
All that is fine.

But don't cry when it is taken from you.

CMDRs do not own anything.
Factions do.

There are groups of players dedicated to manipulating which faction controls what asset.

Sure build a thing.
Make it attractive.
But be prepared to lose it.

This right here!

My preference would be for some in game system to develop a factions assets/facilities through ingame actions. That way much loved and well supported factions could develop areas of space. These could be purely cosmetic assets or development of station facilities

I wonder would a personalized hanger/space in a station or at a surface port satisfy the need for personal space? Different elements in the "hanger" could be earned by in game activities that would also benefit the owning faction. Bling for the "hanger" available from the FD store. Just a thought.
 
I havent seen anyone asking fer anything that actively gives missions. Much as I would love my own little "man pad", I sure as hell wouldnt want a mission board because that means Id have to share with others. The entire purpose of owning ones own little pad would be so that one could be selective about who can or cannot dock there. With very limited facilities like repair and refuel and possibly storage, why would anyone even want a mission board? That sorta defeats the purpose I would have thought ^

#25 does right here in the thread. It was my impression players want to go big with their stations.
 
Likewise, I've wanted this myself for quite some time, and have given it a great deal of thought.

Player Bases would be little different than the various Outposts or Buildings we track down during Surface Scan missions - small and simple things, largely inert, with the singular exception of a Universal Landing Pad (a single, large pad we can land any size ship on, without having to request docking).

Shipyard services would allow us to change ships, but would offer no ships for sale.
Outfitting would allow us to change or store modules, but would offer no modules for sale.
Repairs would be 15% more expensive.
Refueling would be 15% more expensive.
Reloading would be 15% more expensive.
Why? Because these are not stations supported by factions.
No commodities market.
No black market.
No power contacts.
No Interstellar Factions contacts.
A Facility Manager Contact would be able to provide services such as purchasing upgrades/additional functions.
The Mission Board would also have the Facility Manager as the sole mission giver.
Missions would be "Donation" missions - to haul in various commodities such as Hydrogen Fuel (to maintain fuel reserves), various Food and Beverage commodities, and various spare parts.
These would not garner any sort of reputation, influence or other standard rewards, but rather would maintain stock of supplies.

Defense turrets and skimmers could be added as Upgrades - to keep people from blocking your landing pad (though another player landing on someone else's pad would not be considered as "landed" and they would not have access to any of the services offered.

I see base supply levels being tracked in a manner similar to the way Power Play tracks things like Consolidation.

Actual Construction should go something like this:

A Site Module is purchased - a 1 Cargo Unit item, which is then taken to the location of a player's choice, loaded into an SRV, moved into position, dropped, nudged around, and finally Scanned to activate it.
This establishes the location of the base's Center, and the Site Module is then replaced with a basic Communication Tower that serves as something to lock on to when approaching the planet where this is located.

A landing pad is then spawned and can then be landed upon to access the Services menu.

At this point, only the Mission Board would be available, with a number of Resupply missions (donation type missions as mentioned above).
Hydrogen Fuel, Food, Water, various parts and the like would be offered until supply levels are brought up to "Minimum" levels and these services then become available.

Upgrades also become available from the Facility Manager contact.

Upgrades would include things like:

1. Power Generator - The first available upgrade, and requisite for all other upgrades.
2. Living Quarters - Adds a small building to the base to serve as a place to stay.
3. Biodome - Build a biodome to eliminates the Food Restock "missions".
4. Lights - add some decorative lights around the base.
5. Base Defenses - add turrets to keep unwanted visitors off your pad and out of your space. Works on wanted visitors too!
And so on...

So let's assume we've already completed the Generator construction, now we want to build a Living Quarters. After selecting this, the transaction panel shows a new Mission:
"Construct Living Quarters"
Bring supplies and materials to construct a Living Quarters at your base.
Iron: 100 Tons
Consumer Electronics: 10 tons
Domestic Appliances: 10 tons
Polymers: 200 tons
Copper: 50 tons
Structural Regulators: 5 tons

This would be completed similar to a Community Goal, though amounts of each commodity would be tracked, and once this order were completed, the new facility would be spawned at the base location.

Clearly a tremendous amount of development would have to go into this, making this a very distant addition, and it would be a huge time, effort and credit sink, but I also think it would prove to be quite rewarding as well. And by limiting the total functionality to refueling, repairing and outfitting (perhaps trophy gathering and displaying when we're able to walk around inside of things), it would "fit" in what Elite is - a game about pilots and their ships. Since these can't become "credit farms" or commerce hubs, they don't take away from what stations and outposts are.

And I think the "recipe" method for construction also ensures that any far distant constructions, while still possible, would become something of a personal monument of achievement - just imagine hauling all these materials out 30k light years to complete construction on some lone outpost, on some distant plateau of some world on the fringe of the galaxy itself!
 

verminstar

Banned
#25 does right here in the thread. It was my impression players want to go big with their stations.

Im gonna go out on a limb and suggest its a very minority view. Sure there will always be those who fancy building another empire, but thats just being silly. The BGS simply wouldnt support that and too much work would need to be done to accomodate it.

Personally, I always wanted my own little pad and call it Bob Marley memorial station, but I dont see frontier saying yes verm, here ye go...

Dont want mission boards, dont want market nonsense, dont want to even sell my data there because that would mean being connected to the BGS. Just a little hut or fort like we used to build when we were kids...thats all. Keep it nice and simple.

I would consider that a fair expectation as opposed to building empires which is just laugh out loud stuff...never gonna happen and never should ^
 
Im gonna go out on a limb and suggest its a very minority view. Sure there will always be those who fancy building another empire, but thats just being silly. The BGS simply wouldnt support that and too much work would need to be done to accomodate it.

Personally, I always wanted my own little pad and call it Bob Marley memorial station, but I dont see frontier saying yes verm, here ye go...

Dont want mission boards, dont want market nonsense, dont want to even sell my data there because that would mean being connected to the BGS. Just a little hut or fort like we used to build when we were kids...thats all. Keep it nice and simple.

I would consider that a fair expectation as opposed to building empires which is just laugh out loud stuff...never gonna happen and never should ^

100% agree. I don't want empire building in the game personally.
 
Likewise, I've wanted this myself for quite some time, and have given it a great deal of thought.

Player Bases would be little different than the various Outposts or Buildings we track down during Surface Scan missions - small and simple things, largely inert, with the singular exception of a Universal Landing Pad (a single, large pad we can land any size ship on, without having to request docking).

Shipyard services would allow us to change ships, but would offer no ships for sale.
Outfitting would allow us to change or store modules, but would offer no modules for sale.
Repairs would be 15% more expensive.
Refueling would be 15% more expensive.
Reloading would be 15% more expensive.
Why? Because these are not stations supported by factions.
No commodities market.
No black market.
No power contacts.
No Interstellar Factions contacts.
A Facility Manager Contact would be able to provide services such as purchasing upgrades/additional functions.
The Mission Board would also have the Facility Manager as the sole mission giver.
Missions would be "Donation" missions - to haul in various commodities such as Hydrogen Fuel (to maintain fuel reserves), various Food and Beverage commodities, and various spare parts.
These would not garner any sort of reputation, influence or other standard rewards, but rather would maintain stock of supplies.

Defense turrets and skimmers could be added as Upgrades - to keep people from blocking your landing pad (though another player landing on someone else's pad would not be considered as "landed" and they would not have access to any of the services offered.

I see base supply levels being tracked in a manner similar to the way Power Play tracks things like Consolidation.

Actual Construction should go something like this:

A Site Module is purchased - a 1 Cargo Unit item, which is then taken to the location of a player's choice, loaded into an SRV, moved into position, dropped, nudged around, and finally Scanned to activate it.
This establishes the location of the base's Center, and the Site Module is then replaced with a basic Communication Tower that serves as something to lock on to when approaching the planet where this is located.

A landing pad is then spawned and can then be landed upon to access the Services menu.

At this point, only the Mission Board would be available, with a number of Resupply missions (donation type missions as mentioned above).
Hydrogen Fuel, Food, Water, various parts and the like would be offered until supply levels are brought up to "Minimum" levels and these services then become available.

Upgrades also become available from the Facility Manager contact.

Upgrades would include things like:

1. Power Generator - The first available upgrade, and requisite for all other upgrades.
2. Living Quarters - Adds a small building to the base to serve as a place to stay.
3. Biodome - Build a biodome to eliminates the Food Restock "missions".
4. Lights - add some decorative lights around the base.
5. Base Defenses - add turrets to keep unwanted visitors off your pad and out of your space. Works on wanted visitors too!
And so on...

So let's assume we've already completed the Generator construction, now we want to build a Living Quarters. After selecting this, the transaction panel shows a new Mission:
"Construct Living Quarters"
Bring supplies and materials to construct a Living Quarters at your base.
Iron: 100 Tons
Consumer Electronics: 10 tons
Domestic Appliances: 10 tons
Polymers: 200 tons
Copper: 50 tons
Structural Regulators: 5 tons

This would be completed similar to a Community Goal, though amounts of each commodity would be tracked, and once this order were completed, the new facility would be spawned at the base location.

Clearly a tremendous amount of development would have to go into this, making this a very distant addition, and it would be a huge time, effort and credit sink, but I also think it would prove to be quite rewarding as well. And by limiting the total functionality to refueling, repairing and outfitting (perhaps trophy gathering and displaying when we're able to walk around inside of things), it would "fit" in what Elite is - a game about pilots and their ships. Since these can't become "credit farms" or commerce hubs, they don't take away from what stations and outposts are.

And I think the "recipe" method for construction also ensures that any far distant constructions, while still possible, would become something of a personal monument of achievement - just imagine hauling all these materials out 30k light years to complete construction on some lone outpost, on some distant plateau of some world on the fringe of the galaxy itself!

Yep, I very much like this idea.
 

Jex =TE=

Banned
Base Building if done would need to be pretty vast and complicated. There's really no limit on how deep you can go with it.

To start with, the bubble needs to be secured. There were some stupid comments ages ago about base building with having clans all over the base terrorising everyone - all over the place i na 400 billion system? Nope, not going to happen so that's that canard dealt with.

The next part comes to how do you build it? Where does the resource come from. How many trillions of credits would you need?

Do you also provide defence towers (like they had in x-wing v tie fighter), can you hire AI to defend it?

When it comes to building a base - is it modular? Can you chose components and then add as time goes on?

Can you rent out apartments to actual players? Hangars?

How will the economy work - you would need some control - can u set prices? Does the planet you set out over give you resources to sell?

Can you have clan members join your security forces - maybe even command wings of AI?

What about upkeep? If you fail maintenance, does you station start degrading (maybe graphically u start seeing rust spots appear which get worse, power fails in places, air pumps stop working....)

You could make an entire game about one space station orbiting one planet here so it really depends on how deep you want it to be
 
Likewise, I've wanted this myself for quite some time, and have given it a great deal of thought.

Player Bases would be little different than the various Outposts or Buildings we track down during Surface Scan missions - small and simple things, largely inert, with the singular exception of a Universal Landing Pad (a single, large pad we can land any size ship on, without having to request docking).

<snip>

Please no.
Not Fallout 4 all over again.
 

verminstar

Banned
Having never played a single Fallout game (shooters like that are somewhat lacking in appeal to me), I have no idea about what you speak.

Ditto...me daughter played it though...some sorta post apocalypse affair but not sure what the mechanics were. I do know it wasnt set in space....but thats about it fer me. Reviews look semi decent though ^
 
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