Concerns about any upcoming Base Building

The idea of base building in ED should be incredibly exciting, find a lone planet out there somewhere, claim it as your own and defend your little patch of the ED galaxy! If the recent leaks are to be believed then this is a feature on its way to us and that should be a reason to be excited but I can't help but feel it will be underwhelming and I hate to say that.

FD's track record for grind, especially when it comes to materials and recipes indicates that Base Building is dead in the water already, I can't see FD releasing the update and the base modules being accessible, I fear we'll have to endure yet another grind-fest in order to build a simple shell, then get back to it to add a door, or life support, or lighting. I understand the need to craft and gather materials but I'm worried FD will again push this to the extreme and block out the causal or time-strapped player trying to get ahead, such as myself.

Is anyone else concerned about this? Anyone have any ideas on how FD should/could do this in a player-friendly way? I would love to hear your thoughts.
I'm less concerned about the grind, and more concerned about it actually working. Lol

IMHO, carriers, and bases should be hard work to build and maintain, and ideally be a group thing. Not so hard that it becomes all you do, in every session, but not so easy 1 player can run a base easily either.
I imagine FD will do their usual trick, of making it painfully grindy, then tone it down from there, rather than make it way too easy, have billions of based be built, then make it harder, annoying even more people. Lol
 
I'm less concerned about the grind, and more concerned about it actually working. Lol
Same here.

IMHO, carriers, and bases should be hard work to build and maintain, and ideally be a group thing. Not so hard that it becomes all you do, in every session, but not so easy 1 player can run a base easily either.
I agree that they should be hard to build. Maintaining a base on a planet though shouldn't be that tough. All it does is sit there. If there are things such as rearm, refuel and repair, then I expect that materials and commodites will need to be stored there for those purposes. I don't think these will be like space stations, they should be a lot smaller.

I imagine FD will do their usual trick, of making it painfully grindy, then tone it down from there, rather than make it way too easy, have billions of based be built, then make it harder, annoying even more people. Lol
Never suffered from any painful grind apart from opening one of the engineers. As to there being millions of bases, I can't see an issue. There is so much space available you could have every commander build a base on one of the bigger landable planets and they could still be out of sight of one another. I don't think space will be an issue, especially if you can only build one base.
 
My main concern about the idea of base-building is; what does it bring to the game?

I really like Subnautica and I've built some gigantic bases in that (some in survival mode and some in creative) but it's always just "cos I can" rather than "cos I need to".
While playing Subnautica "properly", I just built a simple X-shaped base wherever I needed it and stuck enough cabinets on the walls to hold whatever tat I wanted to leave there.

Similar thing would be likely to apply to ED.

Said it before but if I was developing base-building for ED I'd set it up so you build the initial base and it's simply a parking space for your ships.
You'd then do missions (or something else) for various factions and, once you'd won their favour, you'd have the opportunity to add extra features to your base, such outfitting and a shipyard.
Even then, there's be other stuff you'd have to do to populate those features - do stuff for, perhaps, Auntie Felicity and you get an increasing choice of FSDs in your outfitting page, do stuff for Palin and you get more thrusters etc.
Equally, perhaps (having already unlocked them) you'd have to stay friendly with Fed/Imp/Alliance superpowers to retain a supply of their ships in your shipyard.
I'd also stick Lakon, DeLacey, Zorgon & co in the game as entities and you'd need to do things for them to gain access to their ships in your shipyard.
Similar thing with BHing and exploring; you'd have to keep claiming bounties and handing in exploration data to retain the services of associated characters at your base.

Just having the ability to build a base, so you could build something that looks like a giant 🐔+⚽'s that's visible from space would be fun for a couple of days but it's going to get old fast.
And, given the way FDev likes to make us scav' for huge amounts of mat's, it's probably not something you'd do frivolously.
 
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I'd hope that FDev do something a bit more innovative in game than the "normal" drag and drop x number of materials into a "cooker", wait x minutes/hours and then hey presto new 3D base model appears (the whole fantasy RPG "mixing magic potions" just doesn't fit with the sci-fi setting imho).
An example would be that to build, you have to plant a 3D printer robot (think like a large car welding robot but with an extruder on the head) which has a hopper attached to it.
You then get a blueprint from somewhere after doing something (or buying them), load it into the printer. The"gameplay" then becomes having to keep the hopper filled with the required materials whilst it prints the structure for you, giving a use for new SRVs that act like ore trucks (or use the existing one that needs to be parked over the hopper).
Technically it would be "fairly easy" to code base module models that reveal themselves layer by layer, bottom upwards (using something like alpha layers) and get the printer arm to trace the outline as it does so, to look it is is being printed.
Add-on base modules then can get added, but might require bigger and better "printers".
What would also be cool is to add droids in for maintenance and redecorating - in game for the former and perhaps monetised for the latter, rather than the "magic wands" used in some titles.

Just a few thoughts...
 
Have they already announced any details we can discuss and I missed it?
Of course not. Just the usual speculation.

However, from what OP wrote, i think he is going to be majorly dissapointed.

He talks about defendning your base... oh boy, if the bases actually need defending i will well... eat a sock.
 
Personally I would prefer they just allowed us to place beacons with messages which we can lock onto if we return one day, and focus more on game play and variety of things to see.
 
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Instead of acquiring things which are useful, and finding increasingly complex or demanding ways to play with them, everything you acquire or set out to do in Elite feels more like opening a savings account or checking off boxes on a scavenger hunt. The materials have no purpose or meaning until you have enough of everything to “buy” your desired item, which then appears fully formed and complete. There is no sense of building, accumulation, or (for me anyway) accomplishment. Every system in Elite is a piggy bank, a blank void into which you stuff resources until you have enough to “craft” (but really buy) a new weapon/module/ammunition/whatever, at which point the resources are gone forever and can never be repurposed, reclaimed, or exchanged. I personally find this tremendously unrewarding and depressing, because until the exact moment when you finally click the synthesis/upgrade/buy/unlock button, it doesn’t feel like you are actually DOING anything. It doesn’t add to the game it just feels like a convoluted version of Waiting.
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First off ...nailed that! I think that's one of the best critiques of grind in ED I've seen. ED isn't the only game guilty of it (and it's becoming more common sadly) but this paragraph, for me, perfectly defines 'grind' as opposed to a well designed, engaging upgrade mechanic.


One issue with base building, possibly an issue with anything that makes a noticeable difference to the galaxy in this new update, is ...how does it affect the players who don't buy the update? We know this update will be a paid expansion, and even based on the speculation we've had so far the player community (as they are on many things) seem to be split on whether or not they want it. At the very least I'm sure there'll be a large number of players who hold off getting the update until they see evidence of how it works and looks - and how stable, or buggy, it is.

Whatever the update brings the new features will have to sit comfortably in what will, I believe, be a divided galaxy between 'haves' & 'have-nots' after the update.
 
Be nice to have a home on a rock, just to store stuff and maybe a bit of automated surface mining.

No defence will be required as the chances of someone stumbling into your system would be 0.004% and finding the right moon around the right gas giant? 0.0000002% :)

Basically you will just be a lonely rock hermit
 
First off ...nailed that! I think that's one of the best critiques of grind in ED I've seen. ED isn't the only game guilty of it (and it's becoming more common sadly) but this paragraph, for me, perfectly defines 'grind' as opposed to a well designed, engaging upgrade mechanic.


One issue with base building, possibly an issue with anything that makes a noticeable difference to the galaxy in this new update, is ...how does it affect the players who don't buy the update? We know this update will be a paid expansion, and even based on the speculation we've had so far the player community (as they are on many things) seem to be split on whether or not they want it. At the very least I'm sure there'll be a large number of players who hold off getting the update until they see evidence of how it works and looks - and how stable, or buggy, it is.

Whatever the update brings the new features will have to sit comfortably in what will, I believe, be a divided galaxy between 'haves' & 'have-nots' after the update.
It need not affect the players without the update at all, other than being one more new thing they can’t participate in. I don’t see how any of the have/not divisions could possibly be more game-breaking or obnoxious than the ones we already have with Engineers and to a lesser extent guardian modules. If those differences are A-OK, I think base building can exist within those same bounds without exacerbating the problem any further. I guess maybe you’re asking whether Vanilla players would be able to see and land on upgraded players’ bases? Ideally I’d like vanilla players to be able to see and maybe visit these bases, but if this is a no-go then why not require player bases to only be built on a new type of previously unlandable planet, such as atmospheric worlds?
 
It need not affect the players without the update at all, other than being one more new thing they can’t participate in. I don’t see how any of the have/not divisions could possibly be more game-breaking or obnoxious than the ones we already have with Engineers and to a lesser extent guardian modules. If those differences are A-OK, I think base building can exist within those same bounds without exacerbating the problem any further. I guess maybe you’re asking whether Vanilla players would be able to see and land on upgraded players’ bases? Ideally I’d like vanilla players to be able to see and maybe visit these bases, but if this is a no-go then why not require player bases to only be built on a new type of previously unlandable planet, such as atmospheric worlds?
Yes, I was more thinking about whether player bases would even be visible to players without the update. We're assuming they'd be ground bases, but there might be small space installations too, who knows? Similarly if Space Legs introduces things like AI vehicles on planets, NPCs and players visible on stations or planets, would they be visible to non-updated players? Would a vanilla player in a ship be able to attack Space-Legged players on the surface, and vice versa?
 
If we do get base building, I kind of hope it is grindy. It can be a long term goal in the game that can be returned to from time to time after doing other things. Although if I have to personally defend it, that is going to be a tad restrictive!
 
I think this in the realm of the hyperthetical at best but if for the sake of argument we were to assume such a feature is coming I'd apply the following questions:
  • What non-repetitive gameplay value is derived from such a feature?
  • How does it effect/impact the ED galaxy?
 
My concern is that FD doesn't have the design and infrastructure yet to allow for persistent bases. For a bad example, see Fallout 76. For a working though limited example, see Planetside2. My guess is that bases will either be rather temporary, or FD needs to ditch P2P for certain areas of the game to allow for persistent bases to be attackable and defendable online.
Yeah, this would be my instinct too. Also, thousands of players generating persistent, complex structures in a shared environment? They can't even give us sufficient bookmarks. :) Some have mentioned Subnautica - I've managed to bring the game to a crawl on an RTX 2080 with my base (in VR admittedly). I'm prepared to eat my words, but I'd be very surprised.
 
People keep talking about "attacking" and "defending" bases. Sorry, but that's simply not going to happen with ED's architecture. How is a PC player going to "defend" their base from assault by a PS4 group? I suspect any "bases" we're allowed to build will be purely personal - no-one else will be able to see, interact with or visit "your" base; anyone that tries will simply find a barren, empty planet. At most, your wingmates might be able to join you.
 
People keep talking about "attacking" and "defending" bases. Sorry, but that's simply not going to happen with ED's architecture.
Yeah, I've mentioned this a few times when it's come up, but I'd be really surprised if we gotta defend them (beyond guns preventing someone hogging a pad). Galaxy too big, people won't be online at the same time, I doubt it'll be destructable, etc etc. That's just based on how the game seems to work, I don't really have a guess otherwise as to what the bases even will be.

EDIT: Okay, actually my guess is it'll be a thing for some personal expression, and a place to store things. No BGS, no base defense, etc, though it could be a setting for some combat. It just wouldn't be a fight for the base or something that'd destroy important bits of the base.
 
The idea of base building in ED should be incredibly exciting, find a lone planet out there somewhere, claim it as your own and defend your little patch of the ED galaxy! If the recent leaks are to be believed then this is a feature on its way to us and that should be a reason to be excited but I can't help but feel it will be underwhelming and I hate to say that.

FD's track record for grind, especially when it comes to materials and recipes indicates that Base Building is dead in the water already, I can't see FD releasing the update and the base modules being accessible, I fear we'll have to endure yet another grind-fest in order to build a simple shell, then get back to it to add a door, or life support, or lighting. I understand the need to craft and gather materials but I'm worried FD will again push this to the extreme and block out the causal or time-strapped player trying to get ahead, such as myself.

Is anyone else concerned about this? Anyone have any ideas on how FD should/could do this in a player-friendly way? I would love to hear your thoughts.
My only concern would be the possibility that any upgrades to the station would happen on a weekly basis. Maybe I wouldnt mind if it were upgradable real-time for the client-side game and them weekly for the public, but I'd feel better if they found a better way to solve it.

In general I look forward to it, building stations in KSP got me hooked, and those arent easy to make either. I hope whatever grind they have planned is at least rewarding.
 
Be nice to have a home on a rock, just to store stuff and maybe a bit of automated surface mining.

No defence will be required as the chances of someone stumbling into your system would be 0.004% and finding the right moon around the right gas giant? 0.0000002% :)

Basically you will just be a lonely rock hermit
It's not just that.

The possibility that somebody in, say, Solo mode or a PG - or even just in a different instance - could attack your base and you'd be powerless to prevent it means that it's seriously unlikely to be an option.
 
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