I have seen some of the base building threads since april. But this one is different.
It shall not be discussed how awesome this would be, or the limitations on which planets to build, or what kind of bases to build, or what facilities these bases should have, or how to build the actual base in the end, or what to do if the player that owns the base is logged out etc. pp.
If that was discussed elsewhere, I apologize.
But I think that, if base building is included and certain small (?) modifications are made to some game mechanics I think that base building could become the reason for a lot of player created activity.
Let me elaborate on that.
First of all, an effort needs to be made to get a base of your own.
It should NOT be able to build a small (personal) base by going void opal mining for a day or doing the same mission twenty times.
It should take a single player several weeks of regular gaming to get a base. But then again, I'm using the vast majority of my time for exploration, so I'm used to "the grind". Thus some balancing for other types of players probably need to be made.
Secondly, base buidling should include raw material gathering (incl. water for your facilities).
A LOT of raw materials should be necessary to build a functional base.
Considering that vast amounts of raw materils are needed to build a base, this necessity could open an actual market for this stuff in the galaxy. Instead of going mining for yourself, you could just buy it. This would make the whole mining-thing meaningful and supply and demand logic dictates that suddenly player group mining conglomerates and single mining entrepeneurs may become meaningful, too.
This however would also require that we are able to pay with something different than the credits we have now.
The East India Company is doing this somewhat but their solution comes in the end also just down to exchanging credits.
If for example engineering materials could be exchanged (at player given exchange rates) that might be more interesting.
Another possibility would be exchanging (already engineered) modules. Just another market possibility just opened up.
Also: the problem of trusting the other party would open up the possibility for player lead "banks" and for player lead "protection groups".
Player 1 gives exchange currency to the bank and player 2 gives the needed raw material to the bank. The credentials of the bank are public. If the bank takes all of it, its "hunting season" for them. If the bank has a strong enough protection force it becomes a mafia and "meaningful" wars will be possible.
Also: since everybody wants to have a share of the cake, "transaction fees" lead to the reduction of the amount of the exchange currency in the market. Or more likely the accumulation of the same in the hands of a few with all the known consequences.
Yeah … all of that sounds awfully libertarian
… I don't like myself for proposing it … but then, it is a game after all.
Thirdly, actual building materials need to be made from the raw materials.
This would require factories. Yes, yes, in the end it will be a "fiat lux"-mechanism for the creation of the building materials. But a timer for the creation could be applied. Thus, the need for more factories is necessary.
Such factories could be again in the hand of player groups.
These need protection, yadda yadda yadda.
Finally, transportation of the building materials. I would say that for a small base the building materials needed should fill at least several fully loaded T9's. You want a large landing pad? Double that amount.
This becomes especially interesting, if a player wants a base in a remote system (e.g. Beagle Point).
So player lead transportation companies may become a meaningful activity.
These need protection, yadda yadda yadda.
So, we have now an actual reason for mining, trading, transportation and likely figthing. This opens up more possibilities for meaningful player activities. This may make open play more attractive, too.
However, I personally think that a single player should still be able to build a base all alone. That would require some "state" facilities. These state facilities however should neither be "clogged" by player groups nor be more (much) efficient than player group facilites. Maybe a game wide limit in the amount of building material production per month per unique player could solve that.
Also, contracts should be "official" and a break of said contract will lead to "hunting season" for the offender.
And you see, actually meaningful bounty hunting is now implemented, too.
I don't know how easy or difficult all of this is to implement. Maybe a lot of these things don't even need to be in-game. External bounty hunting boards may work with external "banks".
The point is, that player lead construction activity could lead to other interesting developments inside the game.
All of this should still be possible
Commanders, please discuss.
It shall not be discussed how awesome this would be, or the limitations on which planets to build, or what kind of bases to build, or what facilities these bases should have, or how to build the actual base in the end, or what to do if the player that owns the base is logged out etc. pp.
If that was discussed elsewhere, I apologize.
But I think that, if base building is included and certain small (?) modifications are made to some game mechanics I think that base building could become the reason for a lot of player created activity.
Let me elaborate on that.
First of all, an effort needs to be made to get a base of your own.
It should NOT be able to build a small (personal) base by going void opal mining for a day or doing the same mission twenty times.
It should take a single player several weeks of regular gaming to get a base. But then again, I'm using the vast majority of my time for exploration, so I'm used to "the grind". Thus some balancing for other types of players probably need to be made.
Secondly, base buidling should include raw material gathering (incl. water for your facilities).
A LOT of raw materials should be necessary to build a functional base.
Considering that vast amounts of raw materils are needed to build a base, this necessity could open an actual market for this stuff in the galaxy. Instead of going mining for yourself, you could just buy it. This would make the whole mining-thing meaningful and supply and demand logic dictates that suddenly player group mining conglomerates and single mining entrepeneurs may become meaningful, too.
This however would also require that we are able to pay with something different than the credits we have now.
The East India Company is doing this somewhat but their solution comes in the end also just down to exchanging credits.
If for example engineering materials could be exchanged (at player given exchange rates) that might be more interesting.
Another possibility would be exchanging (already engineered) modules. Just another market possibility just opened up.
Also: the problem of trusting the other party would open up the possibility for player lead "banks" and for player lead "protection groups".
Player 1 gives exchange currency to the bank and player 2 gives the needed raw material to the bank. The credentials of the bank are public. If the bank takes all of it, its "hunting season" for them. If the bank has a strong enough protection force it becomes a mafia and "meaningful" wars will be possible.
Also: since everybody wants to have a share of the cake, "transaction fees" lead to the reduction of the amount of the exchange currency in the market. Or more likely the accumulation of the same in the hands of a few with all the known consequences.
Yeah … all of that sounds awfully libertarian
Thirdly, actual building materials need to be made from the raw materials.
This would require factories. Yes, yes, in the end it will be a "fiat lux"-mechanism for the creation of the building materials. But a timer for the creation could be applied. Thus, the need for more factories is necessary.
Such factories could be again in the hand of player groups.
These need protection, yadda yadda yadda.
Finally, transportation of the building materials. I would say that for a small base the building materials needed should fill at least several fully loaded T9's. You want a large landing pad? Double that amount.
This becomes especially interesting, if a player wants a base in a remote system (e.g. Beagle Point).
So player lead transportation companies may become a meaningful activity.
These need protection, yadda yadda yadda.
So, we have now an actual reason for mining, trading, transportation and likely figthing. This opens up more possibilities for meaningful player activities. This may make open play more attractive, too.
However, I personally think that a single player should still be able to build a base all alone. That would require some "state" facilities. These state facilities however should neither be "clogged" by player groups nor be more (much) efficient than player group facilites. Maybe a game wide limit in the amount of building material production per month per unique player could solve that.
Also, contracts should be "official" and a break of said contract will lead to "hunting season" for the offender.
And you see, actually meaningful bounty hunting is now implemented, too.
I don't know how easy or difficult all of this is to implement. Maybe a lot of these things don't even need to be in-game. External bounty hunting boards may work with external "banks".
The point is, that player lead construction activity could lead to other interesting developments inside the game.
All of this should still be possible
Commanders, please discuss.