How could player-owned outposts / bases work?

verminstar

Banned
They could simply embrace the fact that the whole game is instanced and make it instanced also. Only the owner of the base (and maybe his friends) could see it. An entire population of players is instanced out of open play, I don't see why instanced housing should be a problem.

So hows this fer a novel idea? It can be accessed in solo mode only and cannot exist in the open world at all? Thats a solo only feature while increased rewards in open play to offset the influence that solo players have on the bgs. That way both modes get something and everyones happy?

Doubtful but its a thought ^
 
No idea whos been asking fer death stars or a new space faring roman empire type thing...I think that being somewhat more realistic hopes would be something akin to a private little place out in the black. Off the grid as it were and very vulnerable in that it would almost certainly require some fuel which gamewavium alone cant supply. One would not be expecting such a thing to have any sorta defensive capabilities whatsoever past a front door bell on the very odd chance someone happens along. My ship isnt armed, so why would my little bolthole be?

I keep seeing these assumptions about this being some sorta wish to have a POS system aka eve type mechanic. Ok yeah, that would be cool as I managed a pos network of safe cyno spots...for prearranged contracts who liked to move quietly in 0.0...No...realistically, if anything was gonna fly here, it was gonna have to be something not much more involving than a floating garage which would need enough regular maintenance to stay active, otherwise it would simply cease to exist. The place where ye store the sports car ye think yer missus doesnt know about sorta thing.

Thats a long way away from death stars and new empires and its not even remotely like has already existed in eve fer over 15 years. But whatever...its a lost cause already it seems, just a wishlist sorta thing. Grud forbid there be anything to actually look forward to in this game...cant have that now can we?

Player owned structures in Eve can be ignored or avoided, like most other content you have no interest in. Player owned structures in ED could be ignored or avoided. The universe is much bigger in ED than Eve. More places to put stuff and more places to visit without any stuff in them.
 
Player owned structures in Eve can be ignored or avoided, like most other content you have no interest in. Player owned structures in ED could be ignored or avoided. The universe is much bigger in ED than Eve. More places to put stuff and more places to visit without any stuff in them.
in solo, nobody can gank the player who lands at another players outpost and sells/buys stuff.

but more seriously, people will get annoyed if someone UA bombs their outpost in solo or PG. also, i played WoW. i owned a garrison. it soon became a chore. unless it pretty much ran itslef like a normal outpost with no need for a player to do more than be titular owner it would soon be abandoned as too much work.
 
They could simply embrace the fact that the whole game is instanced and make it instanced also. Only the owner of the base (and maybe his friends) could see it. An entire population of players is instanced out of open play, I don't see why instanced housing should be a problem.

It would be fun to tinker with your own privately instanced base that people who don't like that type of content will never see. :)
 
Here's the one true right and only answer:
• Planetary bases only
• They are secret underground bases whose entrances only open/reveal themselves when you approach them ala The BatCave.
• They are not persistent locations which other players can discover; they are "spawned" into the instance when the owner approaches their location. (Just like 90% of structures in the game)
• They cannot be destroyed, invaded, or robbed. Just like every station, outpost, etc in the entire game.
• They are personal bases which cannot be shared - only the owner can dock there.
• They should ideally have an upkeep cost (even if it's just a % of profits ala NPC crew)
• I don't care what facilities they offer - all answers are valid. Ideally they'd have an unbelievably expensive upgrade path where you could add new facilities by doing ridiculously time consuming grindey activities.
• Any other proposal is a pipe dream which will never happen.
 
The points that have been raised on this score should not be ignored... You are right in that FD made the game what it is now, but that is not what some seem to be trying to turn it into. As for "whatever you can make of it", only with-in the parameters set by FD.


Like what? We have AFMUs, Synthesis, and Fuel Scooping... they cover the typical replenishment scenarios without needing to "store" anything... if you are talking about storing cargo, that has mostly been ruled out - probably for game economy management reasons.

As for staying out of people's way... there is always solo and private group modes (that is basically their fundamental reason for being there).

Overall though, if all you want is basically the equivalent of ESO Homes (and similar) then there is no issue, but the locations of those "Homes"/"Bases" should be set by FD and not arbitrarily decided any given player. That way FD can keep the overall game experience appropriately managed.

If you want arbitrarily placed constructs, even in some cookie cutter form, then you are better of looking at other games better suited for that mechanic.
I did add a smiley to show I was only kidding about staying out of your way. However I do play in solo most of the time because it suits me.
I have pointed out the reasons many times now for wanting a player owned base, but I can say it again. I want to be able to have a pitstop on long journeys that I can move around or abandon and build anew as I move on with extreme exploration.
As for bits and bobs. I was thinking of storage for explo data and extra mats mostly, along with a few modules that I might want to swap out for the journey back to the bubble or maybe do some mining. Explorers don't need storage for commodities as a general rule, but commodities might be required for base upkeep. Personally I would prefer to keep it to mats so I can stay away from civilisation longer.
AFMUs don't fix hulls or power plants. I think I already mentiond that.
As for arbitrarily placed constructs, why not? Because you say so?
Why isn't this game suited to that mechanic? Because you say so?
You seem to be another one of those nay sayers that thinks he controls the way the game should go.
My wish for a small player owned base does nothing to impact your game you have no reason to try to deny it.
The last item 'ESO Homes'. I have no idea what they are, but if you mean some means of having a small base of operations I can call my own then yes. But why should FDev have any say about where they're placed?
How would they even have the time?
As I stated previously. Player owned bases would in fact benefit the Fdevs by taking the pressure off to find a way of providing pitstops out in the wild beyond where they would not be approriate.
If I have a base on a planet in a system 50k lyrs away from Sol it would be appropriate to me and anybody on my friends list. If you accidentally found it on your meanderings you would be able to see it, perhaps even find it by some navsat near the system's sun but without an invite it would be as useful to you as any other random rock on that planet's surface. If I was home and we were in the same instance you should be able to communicate with me and ask for permission to repair or refuel, but that's all. No restocking (unless maybe to replace an srv) and no trading.
I just thought, if I let you buy an srv from me I would then have to travel back to civilisation to purchase more LoL.

Fly safe cmndrs

o7
 
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I have a UA and UP in my cargo bay. It took me around 6 hours of play, reading posts on this forum, and praying to RNGus to obtain them.

I'd love to store them somewhere when I'm done with them, but I can't. I'd gonna have to throw them away at some point. A private store area would be nice. Say at my own base.

It doesn't have to be complicated. Just offer limited storage of cargo, refuelling, shipyards (to change vessels and ship transfers only), outfitting (to transfer/store modules only). Make bases underground. Only the owner of the bases can access the base and even be aware of its existence. Bases are effectively hidden and can't be destroyed in any game mode.

No effect on BGS since nothing that happens at the base can effect it.
 
I want to be able to have a pitstop on long journeys that I can move around or abandon and build anew as I move on with extreme exploration.
People have circumnavigated the galaxy without a pit-stop, extreme exploration means you think about the risks and activities build your ship accordingly. If you can't do that with a particular ship then you need to look at flying a more appropriate ship. If you can not outfit an Anaconda/Corvette/Cutter for general exploration with something extra on the side to do whatever other activities you think you might want to do then there is something seriously wrong.

If you are talking about storing mats, then perhaps FD should reconsider the current limits on materials we can collect - they do not affect mass and they transfer from ship to ship so the only aspect for them to consider really is overall game balance. Which would still be a consideration even with the kind of base you are talking about.

Refitting should not be a consideration while exploring, and as for mining there is little point to travelling too far outside the bubble(s) to do that activity. There are plenty of Pristine mining opportunities with-in the bubble never mind anywhere else.

As for storing exploration data, I would forget that dream. I do see where you are coming from but losing the data is part of the risks involved with exploration. If you die, you respawn at the last place you docked and that should not include any pop-up shelters of the type you seem to want.

The ONLY feature that I can see as requiring some form of base while exploring is repairing Hull/Power Plant - an AFMU can repair the rest. I am sure FD could come up with a solution to that nut though without resorting to player owned stations/bases.

FD have already added the concept of synthesis to support rearming AFMUs and repairing/rearming/refueling SRV that only really leaves two other items I can see as being desirable for explorers are Heat Sinks and possibly drones (not SLFs). SRVs are already covered with the repairing/rearming/refueling synthesis. The only issue with Heat Sink synthesis is I can see balance concerns due to certain PvP focused stealth builds which is probably why FD have avoided implementing synthesis of these things.

People have circumnavigated the galaxy, gone to the galactic core and back, and done many other impressive (or at least fairely noteworthy) exploration things without needing pop up bases of the kind you are pushing for. You talk about extreme exploration, well I think that nut is already covered by FD... at least with the game as it is now.

Generally speaking, I think bases do not fit with the overall principles of what makes ED an Elite title. FD have introduced mechanics that support explorers without resorting to any form of base camp concept and the larger vessels are effectively mobile bases and are more than capable of being equipped for self-sustaining extended exploration. I would think more along the lines of what you would like to achieve with player owned bases, then consider how a ship could be outfitted accordingly. If it can not be done, then what you are trying to does not really fit within the Elite series ethos IMO.
 
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I have a UA and UP in my cargo bay. It took me around 6 hours of play, reading posts on this forum, and praying to RNGus to obtain them.
Unknown Artefacts are illegal and not that hard to find if you know where to look (several can be found in less than an hour when you get to the relevant system).

Storage of these things would have MAJOR concerns where the BGS is concerned since stock-piling of UAs could be used as a means to mass UA bomb places and thereby disrupt nominal BGS gameplay for everyone.

There is currently no legitimate reason to store/stockpile them (or any other form of cargo for that matter really).

However, as for the rest...

It doesn't have to be complicated. Just offer limited storage of cargo, refuelling, shipyards (to change vessels and ship transfers only), outfitting (to transfer/store modules only). Make bases underground. Only the owner of the bases can access the base and even be aware of its existence. Bases are effectively hidden and can't be destroyed in any game mode.
This is kind of along the same lines as the ESO Homes concept I highlighted above... However, I do not agree with the refuelling/cargo aspects... fuel scoops are available for the refuelling aspect. Repairing/Rearming is a tricky one wrt if facilities for it should be available.

Overall though, such bases should be available at predetermined locations and only accessible through an in-game rent/purchase mechanic. This could potentially be done via tweaking the procedural generation system.
 
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There is currently no legitimate reason to store/stockpile them (or any other form of cargo for that matter really).

What about storing those commodities for Engineer unlocks?
I still hold on to Modular Terminals for a while before ditching them, to help out other players. If I could store a few, I would.

UAs could be banned from storage due to their corrosive nature. :p

Or heaven forbid, the return of commodities for Engineer upgrades!

CMDR Cosmic Spacehead
 
What about storing those commodities for Engineer unlocks?
The amount they ask for is not huge and does not justify storage/stockpiling of cargo - I currently have all engineers bar 3 unlocked and ranked at L5. Of those three, one I have left ranked at L4 (they have no L5 plans currently), another is awaiting combat bonds, and the final one is awaiting my combat rank passing a certain point. My point being, I do actually realise what is involved in unlocking the engineers and have gone through the process with most of them.

WRT commodities and engineering upgrades, I doubt they will return but if they did it would make more sense for FD to allow players to sell/buy/store the relevant commodities at the given engineer bases than allow individuals to store commodities in general at some arbitrary location.
 
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People have circumnavigated the galaxy without a pit-stop, extreme exploration means you think about the risks and activities build your ship accordingly. If you can't do that with a particular ship then you need to look at flying a more appropriate ship. If you can not outfit an Anaconda/Corvette/Cutter for general exploration with something extra on the side to do whatever other activities you think you might want to do then there is something seriously wrong.

People have gone long distances, but as for circumnavigating the galaxy, given that only a fraction of the galaxy has so far been implemented, methinks you might have that a little wrong old bean. Also you forget that exploring is not always about how far you can go, but about making new discoveries.

Plus if I can't make it all the way to "Beagle Point" and back without losing my hull, that's not any of your business and I feel slighted that you suggest that there's something wrong with me for wanting something to aid my journeys.

If you are talking about storing mats, then perhaps FD should reconsider the current limits on materials we can collect - they do not affect mass and they transfer from ship to ship so the only aspect for them to consider really is overall game balance. Which would still be a consideration even with the kind of base you are talking about.

That would help but in my opinion it would also be an unrealistic approach. Whilst having synthesis using mats that are stored aboard somehow without penalty is good I feel that increasing the amounts would spoil the game a little. We are after all in a spaceship, not a TARDIS.
I don't think it would spoil game balance if we could store mats at the base since we would have to farm them to begin with, and also would need to return to base to get them.

Refitting should not be a consideration while exploring, and as for mining there is little point to travelling too far outside the bubble(s) to do that activity. There are plenty of Pristine mining opportunities with-in the bubble never mind anywhere else.

Again, why not?
If I need to return to civilisation to sell explo data or purchase new modules, rngineer some modules or engage in a CG I want to be able to get there intact. Why shouldn't I be able to arm myself and ditch those no longer useful items thereby giving me a chance to survive my return?

As for storing exploration data, I would forget that dream. I do see where you are coming from but losing the data is part of the risks involved with exploration. If you die, you respawn at the last place you docked and that should not include any pop-up shelters of the type you seem to want.
Don't have an opinion on that one Meh... Must be losing my touch LoL

The ONLY feature that I can see as requiring some form of base while exploring is repairing Hull/Power Plant - an AFMU can repair the rest. I am sure FD could come up with a solution to that nut though without resorting to player owned stations/bases.
Thank you for the concession, as far as it goes. But again, why should FD come up with some unrealistic solution when we've already provided a suitable one here?

FD have already added the concept of synthesis to support rearming AFMUs and repairing/rearming/refueling SRV that only really leaves two other items I can see as being desirable for explorers are Heat Sinks and possibly drones (not SLFs). SRVs are already covered with the repairing/rearming/refueling synthesis. The only issue with Heat Sink synthesis is I can see balance concerns due to certain PvP focused stealth builds which is probably why FD have avoided implementing synthesis of these things.

If you can rearm a destroyed SRV using synthesis I missed it. Please tell me how.
I don't see the point of SLFs in exploration unless it's for MultiCrew and even then the uses are very limited given the extremely short ranges. Drones? Hmm... Yeah maybe limited explo drones would be nice.

Generally speaking, I think bases do not fit with the overall principles of what makes ED an Elite title. FD have introduced mechanics that support explorers without resorting to any form of base camp concept and the larger vessels are effectively mobile bases and are more than capable of being equipped for self-sustaining extended exploration. I would think more along the lines of what you would like to achieve with player owned bases, then consider how a ship could be outfitted accordingly. If it can not be done, then what you are trying to does not really fit within the Elite series ethos IMO.

As you so kindly admit. That's your opinion.
In my opinion. It does!
I like that exploring has it's dangers just as PVPers have dangers. But most times when you go into PVP environments, so long as you survive the immediate threat, even by the skin of your teeth, you can pop back to the nearest starport and repair and rearm. Explorers are forced to limp back several thousand lightyears, still in the same considerable danger with barely functioning ships only to face being destroyed by some idiot (NPC or PVPer) as soon as they pop up in a suitable system with a base.
Please don't tell me about outfitting better or getting gud. I once popped out of hyperspace within the exclusion zone of a black hole. If you can tell me how I can protect against that without taking hull damage then please do.
As for storing heat sinks. Again, why not?
We would have to purchase them in the first place, and return to base to restock them so game balance is preserved. I would even say that you must purchase them at a normal starport and fit them before returning to your base and storing them. This would make restocking them an arduous process but worth it. However, with a base to return to to repair hull damage, heatsinks would no longer be an absolute neccessity.

This is kind of along the same lines as the ESO Homes concept I highlighted above... However, I do not agree with the refuelling/cargo aspects... fuel scoops are available for the refuelling aspect. Repairing/Rearming is a tricky one wrt if facilities for it should be available.

Overall though, such bases should be available at predetermined locations and only accessible through an in-game rent/purchase mechanic. This could potentially be done via tweaking the procedural generation system.

Again with pre-determined locations...
Please excuse me but that's rubbish. How would you pre-determine where explorers are going to be without some form of community goal or migration effort?
Why would you not want to relieve the devs of the responsibility of determining such trivial stuff?
If you're not an explorer what has any of this to do wih you anyway?
Should I perhaps push the devs (as others do) to slow down engineering for the benefit of PVPers because gankers are extracting the urine with the whole thing?
Other than that you seem to be agreeing with me :¬)

WTH does ESO homes and WRT mean?

o7
 
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Unknown Artefacts are illegal and not that hard to find if you know where to look (several can be found in less than an hour when you get to the relevant system).

Yeah.......no.

I did goto the relevant systems. Read relevant posts about finding them within those systems, on this forum and other sources. As have many other players on this forum. And they like me took several hours to find them. I'm glad you found several within a hour but there's a load of RNG-spawn issues here which mean other players aren't as lucky as you.

Ditto Thargoid interdictions, ditto Thargoid surface visits. Even Obsidan Ant has mentioned those issues in his videos.

As for UP/UA effecting bases, didn't FD reduce the impact those have on bases?

And UP/UA are illegal? So what? Its your base. :)
 
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There is currently no legitimate reason to store/stockpile them (or any other form of cargo for that matter really).

Yeah, currently.

So, what happens if future anti-Thargoid weapons are hidden behind an Engineer? And that Engineer needs stuff only found within a Thargoid base? It wouldn't surprise me if 50 Unknown Tech Samples are required just to unlock that Engineer.

That means you need a UP (or UA) to access that base. Not everyone if going to get one of those within a hour. Or even 3.

I know, I'm speculating - but why have all those Unknown, SRV-Scoopable items within those bases if they aren't going to be used for something?

Besides, not have cargo storage at a base is ridiculous. Bases that can store several ships weighting several hundred tons each (more so for the large ships) but not capable of storing say, 10 tons of cargo??
 
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verminstar

Banned
So...no Bob Marley memorial station anytime soon...because...whatever Im too tired with this constant bickering to argue anymore.

Im seeing a lotta disagreement based on nothing more than the opinion it could be used for nefarious means, even when its been made clear its really just a personal item. Give it another page sand someone else puts out the "no death stars" ballix as well which is just hilarious really considering nobody is asking fer one.

Anyway, I give up...the naysayers win the internet today ^
 
People have circumnavigated the galaxy without a pit-stop, extreme exploration means you think about the risks and activities build your ship accordingly. If you can't do that with a particular ship then you need to look at flying a more appropriate ship. If you can not outfit an Anaconda/Corvette/Cutter for general exploration with something extra on the side to do whatever other activities you think you might want to do then there is something seriously wrong.

...

Sorry, I'm going a little off topic here...

I primarily go exploring in a fully combat loaded Vulture, military hull, the works. I've visited dozens of real world nebulae in it in the game, the latest being the Skull and Crossbones Nebula some 15K LY or so out toward the rim. If you're not trying to race somewhere or reach the most difficult ends of the galaxy, a jump range of about 20LY or so is sufficient for efficient basic exploration. Sometimes I'm out for months at a time and I've never had the need to bother with AFMUs and the like. I'd say I enjoy the challenge, but there isn't much of one in terms of survivability. What motivates me is finding new cool looking systems and seeing real world celestial phenomena up close and personal, and of course traveling the vastness of the cosmos, even if it is through the filter of playing a video game.

I'm not going to tell people what exploration is for them though; the above statement about efficiency is regarding potential systems scanned per time, fuel scooping efficiency, supercruise and above world handling, and similar. So, it's from a game mechanics context.

Anyway, back on topic...

I understand people wanting a home base for themselves somewhere, something they can build up and have to themselves as they see fit. Personally though, I don't see this game as being very conducive to that sort of gameplay, both because we play primarily as spaceship Commanders, and how it would generally serve to further tie players to specific locations, limiting flexibility and mobility. Some might not agree with me, of course, and that's fine.

Making our ships even more of our home bases than what they are now, such as providing more functionality and ways of interacting with them beyond being just pilots might help satiate the desire. Maybe we'll get some more of that sort of thing with "space legs" whenever that can be implemented.

Some of our ships are huge in their own right with plenty of internal room for all sorts of things. Maybe trophy rooms for things like certain Community Goal accomplishments, reaching certain locations such as Sgr A and Beagle Point, effectively supporting Powers or Factions, gaining higher ranks in the Pilots Federation, and similar, then maybe also interactive 3D hologram navigation rooms of plotted and saved stellar system charts and rendering of previously visited locations in the galaxy, and a briefing and meeting room for Commanders to meet in person and discuss various tactics or share acquired in-game statistics like market data, stellar system layouts and resources, multi-player mission data, and compile search and survey data so that players can store this information locally, or even meet passenger mission representatives for a bit more insight and background about their destinations or situations depending on their current satisfaction or sense of urgency. You could even have things like equipment rooms for players to outfit and arrange different landing parties for different roles such as security, reconnaissance, biological or rare mineral sample collecting, ancient alien ruins surveying, and so on.

Yes, this sort of stuff might never make it into the game, but I certainly think it would be grand if it did, and it would provide players with much richer and diverse ways of interacting with the game and each other than what we have now. And of course being the Commander of the ship you could show off your setup, gear, and accomplishments to other Commanders, or kick them off escape-pod-style, returning them to whence they came, if need be.

All this and without having exclusive or limited player controlled regional assets in the game. Sounds pretty good to me, and also seems more inline with what Frontier have said they want to accomplish with the game overall and with its potential development direction.

[video=youtube_share;EM0Gcl7iUM8]https://youtu.be/EM0Gcl7iUM8[/video]
 
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Player-owned bases would be the ultimate money-sink. How many billions did you say you had? OK, you can trade that for building rights. Oh, you want to actually build something? Keep saving :)
 
Yeah, currently.

So, what happens if future anti-Thargoid weapons are hidden behind an Engineer? And that Engineer needs stuff only found within a Thargoid base? It wouldn't surprise me if 50 Unknown Tech Samples are required just to unlock that Engineer.
Probably an identical situation to the way it is now, Engineers do not demand stuff that is of an unreasonable level - still no valid reason to be able to stock pile stuff. You do not need to provide everything in one hit to the engineers you know (except for the materials for an upgrade roll). Even if an upgrade does require rare or hard to obtain cargo, ever consider that it might be for good balancing reasons.

I doubt FD will ever implement a mechanic that would justify a user building a stockpile of stuff.
 
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All this and without having exclusive or limited player controlled regional assets in the game. Sounds pretty good to me, and also seems more inline with what Frontier have said they want to accomplish with the game overall and with its potential development direction.

Can't rep you again, so have some kudos instead.

Overall, you have kind of reinforced the points I have been making - there is no justifiable need for having player owned bases (even temporary ones) and developmental efforts around enhancing gameplay should be focused around our ships and their on-board facilities.
 
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