Base Building Ideas for Features

But not the same Cobra engine version as used by Elite according to various sources on the forum.
Really the engine is about as relevant as Elite and Planet Zoo being compatible with the same range of electric voltages. The precise version is even less relevant.

It's really obvious that Frontier technically could implement base building in Elite Dangerous if they invested the time in doing so, in that it doesn't require anything unprecedented for the game:
1) There are various user interfaces in Elite Dangerous which let you construct a larger object from a selection of modular components within particular constraints
2) There are various bases in Elite Dangerous which are put together from a number of standard modular components
3) Fleet Carriers show that there's nothing fundamental blocking "player-managed persistent objects" from existing

All the major questions are non-technical ones.

To be honest this all sounds like a stand alone game spin-off to me rather than something that fits in with the rest of Elite.
There's definitely still time for their 2025 (or 2027) management sim to be space-themed.

I think it's one of those things where:
- "make a space-themed management game": sounds pretty straightforward for Frontier as management sims are their most successful product lines and they can probably reuse a bunch of ED visual assets to get started
- "...and fit it within an existing spaceship-flying game as an optional endgame activity": wait, what?

not into base building but a mining module you could place on the planet surface,returning after a while to see what it had collected,if memory serves me right there was a similar thing in the old elite frontier game back in the day.
There was. The FE2 version wasn't all that useful - you needed a big ship to make use of the module at all, and by that point getting 10t of Water or Minerals for "free" wasn't particularly exciting. Nice concept but didn't really work with the rest of the game.
 
I'd like to see the mining module reintroduced, make it a size 6 internal that only a few ships can carry (as it would need a big hatch on the underside), and make the T7 the smallest and most easily-landable ship that can carry one.

It would create a niche for the T7, which will otherwise be made largely obsolete by the T8.
 
Base building would become a nice diversion from other activities. I think it would prove popular especially if some gameplay options are added such as passive mining operations in select areas of certain planets.
Customisation could be a whole arx adventure for frontier... except, so could fleet carriers, but nothing has occurred with that?!
And, you know. Lots of other space games have this feature. So let this one have it too \o/

Flimley
 
Lots of other space games have this feature.
True, but thinking of three other major space games with base building, they all go about it in completely different ways.


1) No Mans Sky:
- functionality: other than some early game use as environmental protection and as a place to store your spare stuff, they don't actually do all that much - you can set up mining/farming bases but by the time you've got far enough down the tech tree to do that you've probably already bought anything you'd need to pay cash for anyway. A few of the story missions use them a little.
- operation: bases need power but a simple battery+solar farm will handle that easily; some production components need periodic visits to collect the output
- construction: Bases are put together from individual small components giving lots of scope for personalisation of design; making them aesthetically pleasing has about as many tech tree entries as making them functional. If you have the materials on hand you can build a new base in minutes, and once you've got a basic box up you don't need to worry about environmental hazards or attack when building the rest. Components don't need to be physically supported.
- destruction: bases are invulnerable

2) X4:
- functionality: base building is the key to the economic side of the game - sure, you can make a bit of money from flying trading ships yourself, but owning the factories is where the real money is. You can go from a few small installations getting a bit of spare cash to massive empires larger than the NPC factions (and a bunch of big gun emplacements to keep the Xenon off your lawn). With everything depending on the constant supply of raw materials, just having credits isn't enough. Certain missions need at least a moderately-large base to complete.
- operation: a constant supply of input materials is needed for production (and food, if the station is crewed), though generally this is automated and left to the NPCs (either your own fleet or someone else's) so provided it's set up profitably you'll just get dividend payouts every so often.
- construction: put together from pre-fab parts, with limited artistic choice (though making sure the docking bays and weapon mounts aren't obstructed can matter). Construction requires bringing the raw materials to the construction site - far more than will fit in a single ship's inventory - and then building the base itself can take hours (especially challenging in hostile territory). Especially in the early game even obtaining some of the raw materials can be a challenge because the NPCs want them too.
- destruction: bases are an obvious target for an enemy military and the attack and defence of bases is a key part of the game

3) Kerbal Space Program:
- functionality: the distinction between a space ship, a space station and a planetary base is somewhat arbitrary anyway, but establishing at least semi-permanent installations in orbit as refuelling depots, science facilities, places to keep crew, etc. can make achieving other goals much easier, and you can also get missions specifically to establish them.
- operation: as with everything in Kerbal, fuel reserves are important for moving a base around. Powering the base through a long night can require careful consideration (or a lot of batteries). At least you don't need to worry about food and oxygen for the crew.
- construction: relatively large list of components to choose from though the need to get it off Kerbal in the first place does encourage "cylinders" as a design aesthetic. Anything sizable probably needs to be launched in segments and then reassembled once in orbit (or on the ground of a new world) with carefully-planned docking manouevres. Gravitational and aerodynamic considerations mean that the ultimate centre of mass of the object needs to be considered carefully for surface bases. Construction might take weeks to years (time-accelerated!) to get everything into place at the destination, though KSC can produce new modules instantly.
- destruction: messing up a docking or landing will leave you with a bunch of scattered fragments if you're lucky, but other than that they're pretty safe.


... none of those approaches are really compatible with each other, and none of them seem in themselves a great fit for Elite Dangerous. How (and if) base building might do something useful in Elite Dangerous isn't obvious.
 
... none of those approaches are really compatible with each other, and none of them seem in themselves a great fit for Elite Dangerous. How (and if) base building might do something useful in Elite Dangerous isn't obvious.
I think they could tie into player factions/squadrons pretty well as a means to occupy territory/gain influence. If they required an upkeep of some sort they would also act as a way to maintain control as well as a way to filter out orgs that are not active.

In the same way, this could be expanded to the whole galaxy, not just the bubble. And as much I think it would be really cool to have a base in a particularly picturesque place for you and/or others to visit.
 
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