About Base-Building

There's been a clamor here for player-bases, and I'll admit, I'd love to see them as well. But how would these work? Well, that's what this is all about - the How-To that fits the Elite universe.

The way I see this working would be like this:

Once you find a site where you want to construct a base, the first thing you'll need is to hire an Engineer. No, not those talking roulette-wheels that tinker with our modules, but someone who knows how to actually construct a base. This NPC will serve as a point-of-contact for controlling all your building needs, and comes with his/her own little 1 ton cargo module - a little self-contained trailer to work out of, so to speak. You'll then carry this cargo item to the location you've chosen to construct your base, land your ship and jettison the trailer. This then becomes your first structure.

You then interact with your Engineer NPC via the Comms tab, where you can begin selecting structures you want to create. Each of these structures are then handled like a Community Goal, except it's a Personal Goal, and Tier of that particular structure requires specific materials to complete. A few hundred tons of Aluminum, Copper, Consumer Electronics, and the like will each be required for each structure built, and require you to acquire these materials, and return them to your Engineer until the Goal is finally met, at which time a new structure will be placed, until you've completed construction and your base is completely built.

Now base structures themselves should be rather limited - after all, we're not building Installations here. But the following list should cover every basic thing needed:

1. Generator Facility
2. Habitat Facility
3. Hydroponics Facility
4. Communications Facility
5. Environmental Control Facility
6. Landing Facility

And what do you get for all this? When all is said and done, you wind up with a small settlement-type structure with a landing pad, but not just any landing pad, a Universal Landing Pad that can accommodate Small, Medium or Large ships. One pad, any ship size.

So what does all this work get you? A limited-function station where you can land without having to request docking. Just fly in and land.
Your station services menu will offer a limited Shipyard, with no ships for sale, just stored ships and ship transfer options.
You can get GalNet news here, and have access to Module Storage and Outfitting, though you can't buy any modules from yourself - that would be silly, but you can swap your modules around between your ships.

If/when we get material/cargo storage, you can access that as well.

If/when we are free from our chairs, you can wander freely around your facility and do Not-Stuck-in-the-Chair activities as well.

No Market, black or otherwise, no Cartographics. Refuel and Repair services should be available though.

In short, a very basic station with minimal functionality.

Mission board can remain available, but your only mission contact would be your facility manager to add new structures, modify existing structures, and serve as an interface should additional functionality ever be added. Perhaps routine maintenance missions can be given here - such as Replenish Fuel Reserves (bring in X tons of Hydrogen Fuel) or Repair Damaged Skimmers (bring in X tons of Skimmer Components), or Upgrade Facility missions of similar natures could be given this way.

And a Crew Lounge so you can manage your crew members, but not hire new crew members. Perhaps in the future when there is additional functionality, we'll be able to Off-Duty crew members and leave them here, so they don't just eat our profits for doing nothing.

And that's really about all there is to this. Those who want to put the effort in are welcome to do so, those who don't - well, you're really not missing out on anything here, are you?
 
Every player asset is locally-stored, not persistent in the game outside your connection.

How are you overcoming that?
 
I would like a base too.

I would probably like something fairly realistic, how do you get power (solar) how do you get water, (ice caps)?

You would have to choose the location carefully for it to work.

Building - there should be an engineer bot that can 3D print with raw materials but also the option to buy pre-built modules.

Can the base be destroyed by others or damaged only?

I would like this to happen but it needs a few more reasons to do it before FD will put it on the list.
 
Then you will hear the cries that the whole thing is just another grind...

FD have been flexible and accommodating. It seems to me that this comes under the heading of the 'inflatable base' mentioned before, so I can get behind most of it. I think it being only accessible to the owner, in every way, would be a good thing. There should be no way to profit from it, or to gain perks that can't be had by those without the wherewithal to purchase/acquire mats for the base. All in all, this is a reasonable suggestion.
 
We could have pseudo bases quite quickly. Put in a request for a system, a station type, an economy type, a politics type and an optional power and if all those things fit; bam Player owned station as the controlling faction. Maybe even throw in a rudimentary reputation system and without any benefit at all. That could be organised in a week.

Anything more complicated and you are putting a fresh card on a house of cards.
 
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I like the OP because of, for its subject, simplicity. Still agree with Shadragon this should come much later, and we should definitely take care not to turn this into a RSI forum post, with people debating which types of plumbing should be available...
 
That is the first clearly presented base proposal I like. Just a home for the lonely pilot without any effect on the politics or the economy of the system, no tool to enforce any power on other pilots, too.
I would even skip the skimmer part to emphasize that there is no raid, slighting or any other base warfare mechanic causing discord between players.
+rep
 
Let's get the game bugs cleared up, balance the combat properly, get legs working and atmo planet landings done. Then we can talk about player bases and stations.

In other words, I wants what I wants, and bully to you.




What about those of us that would rather have a station?
 
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We all know this aint gonna happen right?

FD have said countless times that ED is not a base building game, its a galaxy exploration and survival sand box.

I seriously doubt they would approve of "Clans" getting together and claiming one system , building massive bases and jus sitting there defending them.

This aint Eve online!
 
We all know this aint gonna happen right?

FD have said countless times that ED is not a base building game, its a galaxy exploration and survival sand box.

I seriously doubt they would approve of "Clans" getting together and claiming one system , building massive bases and jus sitting there defending them.

This aint Eve online!
What the OP outlines has nothing to do with claiming any system, building massive bases, or defending them.
Especially considering current structures in the game can't be damaged or destroyed, there's really no reason to attack one, and no need to defend it.
All we're looking for is a little place to call home. Nothing like EvE online.

Also, considering all the purchasable add-on they've been adding to the store lately, adding player structures could be another income boon for FD with all the cosmetics/add-ons they could add for player bases.
Because of that I feel like it actually will happen.


Let's get the game bugs cleared up, balance the combat properly, get legs working and atmo planet landings done. Then we can talk about player bases and stations.
I agree about fixing major bugs and balance first. But personally I'd rather see this before atmos landings and legs. It's likely a heck of a lot easier to implement than those two features as well.
 
Every player asset is locally-stored, not persistent in the game outside your connection.

How are you overcoming that?

Well since we're not talking about things that currently exist in the game now and we're talking about future stuff, then FDev can overhaul their server-side system so that player bases are stored there and d/l to each client... yay!

Course it will mean a massive change, but we're talking future aren't we. So if they start at it now we might just get it by 2020.
 
Tbh, if FDev ever does figure out a way to give up player bases, then there needs to be a strong justification for them imho.

Whilst I like the OP suggested mechanics for establishing them if all they do is provide a place for docking and storing ships/modules/cargo then we might as well just be given the opportunity to buy existing surface installations after pledging and gaining influence with a local faction.

Imho, player own-bases need to provide some if not all of the following benefits:

- A ship hanger - where we can go and oogle at our lovely ships all lined up next to each other
- Social spaces - where players can go to swap trade ships/cargo/modules with other players
- Industrial functions - e.g. could range from surface mining/prospecting to trading with hired NPC truckers
 
I imagine the areas you could build in, for starters, would be specific and all that would need to recorded on the server is a navigation location, a name, and list of what's there could still be kept locally. The base itself would run autonomous like any other base and you could set it to allow others to restock and refuel, or not. Perhaps even setting the price and make a few creds

I like the outline OP, repped

If you want FD to go for it, pitch it to them like the OP, and then point out all the additional stuff, like the bloke above me mentioned, can be sold as add on missions to build up our base. They can keep selling us that one base! They'll love the idea!

;)
Every player asset is locally-stored, not persistent in the game outside your connection.

How are you overcoming that?
 
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