How could player-owned outposts / bases work?

i would like a moon base to land at and keep all my ships at. each landable moon can only have like a certain amount of bases depending on size to stop overcrowding. People using your base generates you a small income which influences which system you use. There would be a mad rush to get places in famous systems :D
 
the mechanics are already being implemented to do so, and the people who are already out there can stay out there, and dominate the first discovery marked
Yet you are claiming that you need to be able to repair your hull/power plant while out in the void to do the same... make up your mind... but then again, it seems obvious to me that you are already on a back foot and losing the argument.

If EvE is so great and flexible then why not go play it and leave ED the way a lot of us like it - primarily a space flight sim.

Just because some other game based on (or inspired by) the original Elite games includes a feature does not mean ED should include said feature.
 
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i would like a moon base to land at and keep all my ships at. each landable moon can only have like a certain amount of bases depending on size to stop overcrowding. People using your base generates you a small income which influences which system you use. There would be a mad rush to get places in famous systems :D
No objections to having a personal base to call home (with-in reason), but as soon as you start talking about earning credits or gaining some kind of tangible leverage from a base then it becomes a questionable mechanic for ED.

Personally, I have picked an existing NPC station at a location of my choosing as my main base of operations but also have two others where I keep ships and equipment.

I am hoping for the ability to be able to own a hanger at one or more of these facilities at some point but I do not expect such a feature to be available till after they have implemented some form of space legs (the current avatars do not really count) and I can wait for that - it is well at the bottom of my wish list. I also will not feel put out if neither feature appears. Atmospheric flight/landing is another matter though...
 
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Yet you are claiming that you need to be able to repair your hull/power plant while out in the void to do the same... make up your mind... but then again, it seems obvious to me that you are already on a back foot and losing the argument.

If EvE is so great and flexible then why not go play it and leave ED the way a lot of us like it - primarily a space flight sim.

Just because some other game based on (or inspired by) the original Elite games includes a feature does not mean ED should include said feature.

No I am claiming that I need a base to do MORE! I'm on two front feet sir I am not losing any ground, I'd say the contrary, I'm gaining ground, you don't have anything to stand on, you never did. If EVE is your only retort, then you are dodging my question. "Why is it that a game with 400 billion star systems have more restrictions then a game with 7k Star systems?"

How does me having a home, interacting with the game in a manner of which Cosmo suggested earlier, affect you?

No objections to having a personal base to call home (with-in reason), but as soon as you start talking about earning credits or gaining some kind of tangible leverage from a base then it becomes a questionable mechanic for ED.

You have stated multiple objections to this, heres a hint, no matter what you do, you are earning or losing credits.
 
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Ok, so as I said many posts ago the "ground zero" of player bases will probably be mining / refinery. This allows for game system INTEGRATION something that ED is currently lacking... and allow for their natural expansion. While some would simply say "If we had refineries larger than size 4" I ask WHY! WHY are you WILLING to accept inferior solutions? WHY are you willing to accept something that doesn't actually progress the game?

Now in a more philosophical note; all HUMANITY has done in space is build and explore you will NOT stop this it WILL happen all YOU can do is shape the restrictions placed on the system. (And TBH the restrictions advocated in the past by this forum have been idiotic and regressive)

If you want proof look no farther than Ship Transfer... it happened! and many of the restrictions advocated by THESE forums are the negative points raised by the new PS4 players and steam "reviews"... I for one will NOT YIELD to arbitrary restrictions.
 
That being said the comment about the "First discovery market" is valid and the solution is simple... don't allow for these player bases to link with the global cartographic market. Or propose an ACTUAL solution.
 
You have stated multiple objections to this, heres a hint, no matter what you do, you are earning or losing credits.
Learn to read properly, and I point back to my earlier post where I clearly and unequivocally state...

I have no objection to static bases at select locations chosen by FD that are largely cosmetic in nature...

Cut out the please... I think you have failed to make a legitimate case and have not addressed any of the counter issues raised, instead you resort to repeating the same old tripe and ignoring the legitimate counter points.

Size of the universe is no excuse for allowing what you seem to want... EvE is a PoS game IMO and is one of two specific MMOs that should be buried in a deep dark hole.
 
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Learn to read properly, and I point back to my earlier post where I clearly and unequivocally state...

I have no objection to static bases at select locations chosen by FD that are largely cosmetic in nature...

Cut out the please... I think you have failed to make a legitimate case and have not addressed any of the counter issues raised, instead you resort to repeating the same old tripe and ignoring the legitimate counter points.

Size of the universe is no excuse for allowing what you seem to want... EvE is a PoS game IMO and is one of two specific MMOs that should be buried in a deep dark hole.

You have no counter points. You stated one point which is a monopoly on first discovery to which the size of the galaxy makes it literally impossible to do so and, someone else posted a solution to a problem that may exist in 100 years.

That being said the comment about the "First discovery market" is valid and the solution is simple... don't allow for these player bases to link with the global cartographic market. Or propose an ACTUAL solution.

Problem solved.

The fact you say EVE is a POS game shows your inability to understand what that game actually achieved, and your lack of understanding on game design.
 
I updated an older post I made in a different thread before that, fits to this one as well:

I had this Idea yesterday that players could build planetary settlements and even mining stations like the one's you can already find with your SRVs. Now imagine, these things mine stuff for you, materials and resources but you would not be able to sell them at your own station but rather need a ship or other players to transport them for you to other stations that would buy them. This way people could buy and sell even the materials you need for the engineers which would create "jobs" for transporters and merchants. Now since you would only be able to mine the materials and metals that are available at the planet you are settled on, you could never be 100% self-sufficient which in turn would keep up the need to interact with other players and stations.


Expanding your station and adding modules like landingpads, shipyards, outfitting hangar, etc. - it all would require you to gather specific resources (+money costs). Using these services also requires you to provide the materials needed for it. So let's say you repair your ship or outfit it with something, refueling all these kind of things would require you to fill your stocks with the right materials. If you find a good way to balance these things it could make interesting gameplay without producing "afk-billionaires".

Security could also be provided by building defense turrets or paying regular salaries to npc pilots who patrol your areas like the system authority ships we already have. Basically there would be a couple of different "maintenance costs" for everything you add. The bigger the station the more work is required to keep it up and running.

In return it lets you control who's allowed to dock and use certain services. May have increased Materials storage or other benefits that make the whole thing worth while like maybe being able to engineer modules at your own base. You would have to somehow unlock mods that you could afterwards use infinitely. Another idea would be to use the base's shipyard (once you've built one) to build ships yourself or modules. There just has to be something that makes it worthwhile.

Being attacked by other players would also require the need for resources to repair and rebuild although I think you should not be able to "lose" it all together much like the insurance with your ship.


I also might add that, if someone could own such a station in deep not populated space, it would be a lot of fun to actually explore the systems and planets around you. I would dig for that at least.

Certainly improvable but I think the general concept could be nice. I would like to hear your opinions on it except for the typical "this is not Eve"-blabla "This is not what the game is "meant to be""-blabla - keep that to yourself please.

Constructive criticism or opinions please.
 
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Problem solved.

Whoa whoa whoa, Lets not subject a rough draft to a final solution as I actually have fallen victim to my own fallacy. Restricting all player bases would be arbitrary!

Instead let us look at preexisting systems, firstly the "bubble" is poorly defined instead let us classify "human space" but what defines these solar systems? why they have a NAV BEACON! so now with our new definition we can look at integrating the universal cartographics properly with a dependecy on the system having a NAV beacon.

It is well know that if you scan the nav beacon you down link the cartograph for the system so it is only logical that having a functional nav beacon would be required for uplink. Now we've added value to this system as compromised nav beacons have an actual purpose now.

TL;DR No/Compermised Nav Beacon = NO "Universal Cartography"

But why even have these Cartographs (in stations)? FDev has logging that shows the first people to actually discover a system the new Holo-me system proves that we can "data link" anywhere in the universe! so why not do away with delayed pay outs all together? Instead you get paid the second your scanner completes.

So in closing don't focus on the apparent problem, chase these problems back to their very core!
 
You have no counter points. You stated one point which is a monopoly on first discovery to which the size of the galaxy makes it literally impossible to do so and, someone else posted a solution to a problem that may exist in 100 years.
Stop playing stupid, I have raised SEVERAL counter points and alternate ways your ideas could be implemented WITHOUT resorting to arbitrarily placed bases (temporary or otherwise). Including the possibility of FD's own automated player base population method which should be feasible to achieve with little or no additional work on their part (they already have procedural generation code that handles certain aspects of population of the universe).

Problem solved.
That was not the WHOLE issue, and far from the point I was making. The current limiting factor of in the field repairs is hull/power plant, remove that limit and players can build up masses of data for a specific region (or even multiple specific regions) without having to return to the bubble(s) to turn in data. This is probably more an issue with far flung regions, it does not matter WHEN you turn in the data per se but the fact you could collect an inordinate amount of it in one trip if that limit is removed.

The current limitation on Hull and Power Plant repairs is synonymous with current limitations of real world naval ships and has been largely mirrored in Sci-Fi in general. Ok, there are some exceptions to the rule but

If you are saying that the limit is irrelevant, then that removes your only valid value added justification for the "camp site" approach. Other theoretical potential future uses for a base could be handled by other ship board means without even touching such a mechanic.

The fact you say EVE is a POS game shows your inability to understand what that game actually achieved, and your lack of understanding on game design.
That game along with one other has bred a certain mentality among online gamers. The game design for EvE is too permissive for an on-line game and any so called achievements are too far offset by the negative effect on gaming community in general. It is possible for a game design to be TOO permissive in an on-line context, and while ED may have it's own issues with game play being perhaps too permissive in places - FD seem to have been carefully considering how to address the underlying concerns.

Arbitrarily placed (i.e. player chosen locatations) value added player (built, owned, and controlled) bases of any form (either permanent or temporary) is a slippery slope which I believe FD should avoid.

Again, if you think EvE is so brilliant why are you not playing it for the features it provides that at least a few of us do not want to see in ED. :rolleyes:
 
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Stop playing stupid, I have raised SEVERAL counter points and alternate ways your ideas could be implemented WITHOUT resorting to arbitrarily placed bases (temporary or otherwise). Including the possibility of FD's own automated player base population method which should be feasible to achieve with little or no additional work on their part (they already have procedural generation code that handles certain aspects of population of the universe).


That was not the WHOLE issue, and far from the point I was making. The current limiting factor of in the field repairs is hull/power plant, remove that limit and players can build up masses of data for a specific region (or even multiple specific regions) without having to return to the bubble(s) to turn in data. This is probably more an issue with far flung regions, it does not matter WHEN you turn in the data per se but the fact you could collect an inordinate amount of it in one trip if that limit is removed.

The current limitation on Hull and Power Plant repairs is synonymous with current limitations of real world naval ships and has been largely mirrored in Sci-Fi in general. Ok, there are some exceptions to the rule but

If you are saying that the limit is irrelevant, then that removes your only valid value added justification for the "camp site" approach. Other theoretical potential future uses for a base could be handled by other ship board means without even touching such a mechanic.


That game along with one other has bred a certain mentality among online gamers. The game design for EvE is too permissive for an on-line game and any so called achievements are too far offset by the negative effect on gaming community in general. It is possible for a game design to be TOO permissive in an on-line context, and while ED may have it's own issues with game play being perhaps too permissive in places - FD seem to have been carefully considering how to address the underlying concerns.

Arbitrarily placed (i.e. player chosen locatations) value added player bases of any form (either permanent or temporary) is a slippery slope which I believe FD should avoid.

Again, I'm ignorant so I'm gonna tell anyone who wants player bases to go play EVE because Eve never did anything right:

What the hell are you talking about, You have raised and reiterated ONE POINT! your counter points are there to support your form of gameplay and I specifically said, that those options MAY WORK FOR YOU! you need to learn to read. I told you that you want to do stuff on your ships, and there are those of us who want to put down a base, do some research, hang out with our friends, home away from home. We get you want to stay on your ship, so do that, we'll camp out at our bases. You're not contributing to this topic and derailing it by shoving your own logic stating that basically we can't have player bases, Fdev won't do it, this is not eve online, or claiming this does not belong in Elite, and suggesting an option that we're not asking for. We're talking about player bases.

Again you stab at EVE telling me to go play it. It's not my problem if you can't respect the achievements another game has accomplished and understand that despite the PVP nature of EVE it has had some great things. Stop telling me to go play EVE, I played it for 10+ years, I'm here because I have an X52 and I can use that in this game, and not play via right click menu. you didn't even touch the game, so give it a rest.

Again you force the idea that EVE had far to permissive for on online game by suggesting that we should not be able to do anything in this game, players can't effectively play an MMO. Why is it too permissive? Because you can lose your stuff? OH NO HOW TERRIBLE! That's the nature of the game, it stands for "Everyone Vs Everyone-Online" ED has issues being TOO RESTRICTIVE! Here's the problem, EVE might not ever have been your game, but that does not make some of the player agency mechanics it had any less relevant. So go cry EVE online all you want, but it's not going to get you anywhere, because in the end, Player bases are going to happen, you can't change that.

Someone can explore a region then come back and sell bulk data. Well guess what buddy, someone else can be in the that same place doing the same thing, exploring the same regions, and leave before you do, and they get first discovery. The game is too large to even worry about that crap, you just go out there explore and do your thing, if you choose to stay out there for months, that's on you, that means someone could be in the same area and get some of those discoveries first. Look at Skoomer and his buddy going out and doing their strange worlds expedition, that's gonna take AGES! the stuff you are complaining about already happens, that's why I tell you its rubbish to gripe about it. You can already do these things. We want bases because we want new ways to interact with the game on planets WITH OUR FRIENDS. It's not about competition or gaining an advantage, which is another idea you are forcing on us

So you can say "Well I'd like this and that on my anaconda" and I can say "I'd like to carry a deployable outpost on my conda and go land somewhere to do whatever I feel like doing and interact with the environment through this method" Which brings me back to, There is enough room in the galaxy for everyone to have their cup of tea.
 
... but the fact you could collect an inordinate amount of it (data) in one trip if that limit is removed.

The current limitation on Hull and Power Plant repairs is synonymous with current limitations of real world naval ships and has been largely mirrored in Sci-Fi in general. Ok, there are some exceptions to the rule but

If you are saying that the limit is irrelevant, then that removes your only valid value added justification for the "camp site" approach. Other theoretical potential future uses for a base could be handled by other ship board means without even touching such a mechanic.

Uhm, firstly it is my belief that the damage to hull / power plant only occurs if YOU screw up, multiple commanders routinely spend months in the abyss only returning when "content" is released such as new engineers or thargoid sites. Now these "inhabitants" of the black don't really care about the exploration data, first discovery or credits.. they're there for the screen shots, something that luckily no one can take away from them!

Now as someone who routinely hunts "golden worlds" I can assure you that the risk of losing 300+ mil due to a bug / pilot error basically mandates turning in data every 3-4 days. But with good notes a death while annoying is very easy to pay the insurance and basically road to riches by only returning and cherry picking planets I ALREADY know what they are. To appropriate your own language holo-me was the "slippery slope" Fdev has all but confirmed that this entire universe is simply a hologram. (https://forums.frontier.co.uk/showt...no-collision?p=5701578&viewfull=1#post5701578) and thus my previous comment about making data payouts instantaneous.

Now these are the 2 general play styles of "exploration" and the 50% first discovered bonus is a complete waste of time when you can simply cherry pick TWW/THMC planets from a list (Due to previous work of players like me). Further more with synthesis and engineers it takes less than 2 hours to make the 22k LY trip to Colonia (Negating the sacrifice to collect these mats) Of course many players complain about the SRV "grind" and the ideas posted by AL33 (https://forums.frontier.co.uk/showt...s-bases-work?p=5707769&viewfull=1#post5707769) could work wonders.

Returning to the first type of "explorer" these players routinely try to "link up" drawing from the "campsite" even the idea the ability to place a temporary "beacon" allows for this. Again camp SITES in real life are well known "meet up" points not normally because of their remote or hard to reach status but because you get to hang out with FRIENDS!

Now moving on, as I doubt we have many fellow Masters/captains in this community of lowly "commanders" allow me to educate. A ship is far more capable that it's human crew. The 3 F's Fuel, Food, and Fatigue are far more restrictive that equipment failures of which can be mitigated by carrying spares or basic fabrication equipment. (3d printing is amazing) Now that being said if a ship experiences distress there are again a multitude of techniques to provide aid mostly relying on a global naval community. The current issue in elite is that it is actually MORE restrictive than real life (Self destruct is more time efficient than waiting for a spare part to be "flown in").

As is a common theme in my posts I seek to further integration between already existing systems in the Elite universe, we have module storage / delivery why not expand this? Imagine player groups like the fuel rats bringing spare equipment like a new power plant or SRV's along with the already confirmed hull limpets. Cause currently losing all your SRV's is the ONLY thing that forces a player to return to a station.

Finally there are emergencies in which a ship must simply be abandoned (Scuttling) no matter how well equipped it may have been the situation simply becomes too dangerous for the crew... The ship maybe recovered at a later date but in Elite this happens every time you simply "land" on a moon.

So why not deploy a little white tent and camp out with some friends and nice tunes... I mean you could simply sleep in your car right? why go camping at all? (Rhetorical)
 
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Uhm, firstly it is my belief that the damage to hull / power plant only occurs if YOU screw up, multiple commanders routinely spend months...
Hull integrity damage happens from a variety of circumstances, not all of them because a player screws up. Power Plant damage typically happens during exploration only during overheating events which can happen during exploration even when utmost care is taken... jumping into a close coupled binary system for example. However, I do agree with your perspective that there are commanders who do routinely spend months out in the void, and they accept the limitations and risks that come with such extended journeys. Once you have hit Elite in exploration rank, the rewards are probably largely secondary to other motives.

Now as someone who routinely hunts "golden worlds" I can assure you that the risk of losing 300+ mil due to a bug / pilot error basically mandates turning in data every 3-4 days.
Which currently means returning to the bubble (or at least the Colonia region), this is a reasonable balancing factor IMO.

But with good notes a death while annoying is very easy to pay the insurance and basically road to riches by only returning and cherry picking planets I ALREADY know what they are. To appropriate your own language holo-me was the "slippery slope" Fdev has all but confirmed that this entire universe is simply a hologram. (https://forums.frontier.co.uk/showt...no-collision?p=5701578&viewfull=1#post5701578) and thus my previous comment about making data payouts instantaneous.
Game balancing reasons, make payouts instantaneous and the risk-reward balance becomes inconsequential. Hence, should not happen IMO.

The Holo-Me was a step on the road towards space-legs and seems to primarily cover the Multi-Crew mechanic at the moment. It is not the same thing as saying the entire universe is just a hologram. With multi-crew we present a Holo-Me avatar to every other member of the crew because everyone except the pilot is essentially only present in terms of a holo-me avatar. There is no gameplay side effect to allowing players to have a Holo-Me, though the benefits of multi-crew in combat scenarios could be more of a concern. I believe that concern is mitigated though by Multi-Crew and Wings seemingly being mutually exclusive.

As for cosmetic changes to ships being just holographic overlays, that is not the same thing as the ship or the universe is simply a hologram either.

Now these are the 2 general play styles of "exploration" and the 50% first discovered bonus is a complete waste of time when you can simply cherry pick TWW/THMC planets from a list (Due to previous work of players like me). Further more with synthesis and engineers it takes less than 2 hours to make the 22k LY trip to Colonia (Negating the sacrifice to collect these mats) Of course many players complain about the SRV "grind" and the ideas posted by AL33 (https://forums.frontier.co.uk/showt...s-bases-work?p=5707769&viewfull=1#post5707769) could work wonders.
Generally speaking, I am guessing you are referring to the materials storage aspects. In which case, I point at general game balance concerns - I am not opposed to increased material storage, just the way some would like to go about it.

Their point about "restricting access" just illustrates one of my other concerns about player controlled cross-instance facilities and zones of control... it largely smacks of wanting to play tower defence, and there is the risk of players using such tools to effectively blockade places regardless of what instance a given player is in. Overall, NO THANK YOU!!! The ideas presented just highlight some of the other inter-player side-effect concerns I have already presented in this thread.

As stated on several occasions, providing player "homes" do not directly affect other player's gameplay regardless of the mode of play then there is no issue - but AL33's ideas fly in the face of that premise.

Returning to the first type of "explorer" these players routinely try to "link up" drawing from the "campsite" even the idea the ability to place a temporary "beacon" allows for this. Again camp SITES in real life are well known "meet up" points not normally because of their remote or hard to reach status but because you get to hang out with FRIENDS!
We have wings and Holo-Me/Multi-Crew for easily facilitated "meet ups" currently, we do not need player created "camp sites" to facilitate meet ups. Adding such camp sites would not (or should not) change the fact that players will still have to fly their ships to the relevant meeting point - which need not be a base of any kind. I have done this myself with people I typically choose to play with.

The current issue in elite is that it is actually MORE restrictive than real life (Self destruct is more time efficient than waiting for a spare part to be "flown in").
If you are getting to the point during exploration where you "need a spare part" in the void then you have royally screwed up and failed to either build your ship appropriately AND/OR failed to monitor the state of repair of your ship. No it is not more restrictive than real life, in real-life suicide (self-destruct) would not be an option - there is no replay IRL (at least where this life is concerned - let's not get into meta-physics and religion).

As is a common theme in my posts I seek to further integration between already existing systems in the Elite universe we have module storage / delivery why not expand this? Imagine player groups like the fuel rats bringing spare equipment like a new power plant or SRV's along with the already confirmed hull limpets. Cause currently losing all your SRV's is the ONLY thing that forces a player to return.
Actually not true, as the Power Plant takes damage overall power availability is reduced (at least if it gets below a certain point) and if the Power Plant integrity drops too far there is (a) a risk of random malfunctions and (b) a chance of the power plant blowing up and taking the ship with it.

As for delivering spare equipment... Not really the same thing as hull repair limpets, AFMUs, or fuel transfer limpets. The limpets are reasonable mechanics supporting co-operative gameplay and the AFMU is a reasonable (and limited) self-repair mechanic, the delivery of spare equipment out in the void though is probably a step too far. Module storage is a borderline reasonable mechanic that FD have been careful about the balance of. We are limited in the modules we can store and the primary justification for this seems to be so we can transfer engineered equipment between ships, the transfer times and cost are a bit too limiting to consider the primary reason being anything else. It largely comes down to game balance again.

Finally there are emergencies in which a ship must simply be abandoned (Scuttling) no matter how well equipped it may have been the situation simply becomes too dangerous for the crew... The ship maybe recovered at a later date but in Elite this happens every time you simply "land" on a moon.
If you fail to fit shields or land too hard then you could wreck your ship to the point of it needing scuttling. However, any assertions that landing on any moon requires scuttling is total rubbish.

When landing on planets there are three main factors - the power of your engines, the strength of your shields, and the level of gravity. The last part is the critical element that can be punishing if you fail to check the scan data before attempting to land. You always need to assess whether your thrusters are powerful enough to take off again, and whether your shields are sufficient to absorb the damage from a heavy landing. If you choose to land despite unfavourable load-out circumstances then you screwed up.

If you screw up then you pay the piper, including losing any exploration data, bounties, or other things you may have accumulated and not yet handed in. Attempting to bypass that specific penalty just seems wrong to me.
 
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You do not need a base to hang out with friends, I do it myself when we happen to be in the same region of space and doing the same things...

As for EvE, you keep beetling on about it like it is the best thing since sliced bred... I may not have touched it myself, but I know enough people who have and what I have heard is enough to support my dislike of the game and the general attitudes it breeds.

If all you desire is a base to hang out with friends, then quit the campaigning for fringe benefits that are all too likely to be abused. A hangout does not require ship repair facilities nor storage facilities.
 
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You do not need a base to hang out with friends, I do it myself when we happen to be in the same region of space and doing the same things...

As for EvE, you keep beetling on about it like it is the best thing since sliced bred... I may not have touched it myself, but I know enough people who have and what I have heard is enough to support my dislike of the game and the general attitudes it breeds.

If all you desire is a base to hang out with friends, then quit the campaigning for fringe benefits that are all too likely to be abused. A hangout does not require ship repair facilities nor storage facilities.


Holy hell man, just agree to disagree because you are just full of hyperbole. No where did I say I need a base to hang out with friends, stop putting words in my mouth, read the g posts and quit drumming up straws to throw at me.


Fringe benefits won't be abused, they can't be abused, the game is too big for them to be abused, the devs can implement bases in a way for things not to be abused. As for EvE what you are listening to is hyperbole, some of it may have accuracy, but largely you are badly mistaken. Because you refuse to step back and take an unbiased and analytical view of the games mechanics and appreciate how well they work together.

So I'll say this one last time.

I want bases because, they'll add more ways to interact with the game, especially on atmospheric worlds, such as a place to store and research your facilities, mining into the planet and extracting resources, then using your big ship to haul them around.
I want bases because, they could serve as repair and resupply, if implemented well, they could even serve as a safe haven for would be travelers surviving a perilous journey out in the black
I want bases because, It would be another way for me and my friends to interact with the game.
I want bases because, There are so many uses they could have, I could sit here and write a wall of text on every single feature they could be used for, and as Wiskey Echo previously mentioned, SYSTEM INTEGRATION!

It just sounds to me like you don't want bases, and you don't want others to have them, even though it has ZERO affect on you. It's a bit childish.
 
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I can see it kind of working. Outposts would require a daily set of resources to keep it running (food, hydrogen, water, money). The owner would have to set their own buy and sell prices on the commodities market to encourage trade for which they can store incoming resources or allow them back on the market. Additional modules could add things like food growing, entertainment, multiple docking pads, repair facilities, etc etc.

Rather than having the player/group owned outposts be destroyable allow them to be taken over by rival factions like current stations can be. Now the issue is how hard would it be to take over an outpost, profitability would make it harder to take over while lacking running resources would make it easier.
 
People still arguing for stuff that are inevitable to happen. Same people didnt want bigger jump ranges now the bar is at 70s, didnt want stations outside bubble and we have a new bubble in Colonia, didnt want ship transport and we do have it now.

Well guess what. Better prepare for base owning/building, star gates and all the rest stuff of the devil that will destroy the balance of our galaxy.
 

verminstar

Banned
You do not need a base to hang out with friends, I do it myself when we happen to be in the same region of space and doing the same things...

As for EvE, you keep beetling on about it like it is the best thing since sliced bred... I may not have touched it myself, but I know enough people who have and what I have heard is enough to support my dislike of the game and the general attitudes it breeds.

If all you desire is a base to hang out with friends, then quit the campaigning for fringe benefits that are all too likely to be abused. A hangout does not require ship repair facilities nor storage facilities.

Seems ye know more about eve than the players who spent years playing it...yet ye aint played it at all by yer own words...

On reading this, Im tempted to just mute ye...because that admission changes everything and makes half yer arguments null and void far as Im concerned. Not that the other half had anything whatsoever to do with the example I gave which doesnt affect the bgs at all.

Im inclined to agree that ye simply dont have a good argument against...always comes back to yer bgs argument which doesnt mean anythying when what yer arguing against has absolutely nothing to do with the bgs. Starting to think theres some sorta agenda to just say no to everything from you ^
 
I can see it kind of working. Outposts would require a daily set of resources to keep it running (food, hydrogen, water, money). The owner would have to set their own buy and sell prices on the commodities market to encourage trade for which they can store incoming resources or allow them back on the market. Additional modules could add things like food growing, entertainment, multiple docking pads, repair facilities, etc etc.

Rather than having the player/group owned outposts be destroyable allow them to be taken over by rival factions like current stations can be. Now the issue is how hard would it be to take over an outpost, profitability would make it harder to take over while lacking running resources would make it easier.

I like this idea, I'll add to it with my own thoughts, imagine you put down said base, that can be taken over by rival factions, they can't be destroyed but can be fought over for an eternity, depending on the type of base you want, this could be a thing, which creates a point of contention. Now bases that could work as service depots or something for the fuel rats, who love helping others out that's their thing. They can't be fought over, and are largely their to aid explorers along the way. Just my thoughts on that.

People still arguing for stuff that are inevitable to happen. Same people didnt want bigger jump ranges now the bar is at 70s, didnt want stations outside bubble and we have a new bubble in Colonia, didnt want ship transport and we do have it now.

Well guess what. Better prepare for base owning/building, star gates and all the rest stuff of the devil that will destroy the balance of our galaxy.

It's not even that people argue, the naysayers are trying to inhibit any coherent discussion from taking place. That's why I'll keep posting.

Onto your point about it being inevitable, Yep it certainly is. The devs have already stated they have interests for it. People keep trying to define what Elite is to them. Well Elite is more than just a game, it is a universe that is growing. I believe the developers see it this way too.
 
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