I've not personally experienced it as far as I know, but I've read posts where if you let it drop below a certain level you will experience module failures. I only recently found it in "Advanced maintenance", but when I did it was extremely low and cost a fortune to repair. I was aslo suffering from random problems with the ship which may or may not be related.
As a result I now keep a closer eye on it.
Low module integrity is what causes the kind of malfunctions you are talking about; However, that can be avoided by repairing the modules with an AFMU which can be rearmed via synthesis. There are TWO main limits to the AFMU though - Power Plant and Hull.
Power Plant malfunctions (due to low Power Plant integrity) are the only critical ones which could force a (perhaps) slow and painful return to a repair outpost. Low Hull integrity will probably just result in module repairs needing to be done more often.
I really do love my Asp Explorer for exploration (~
30Ly non-boosted maximum jump range and >400Ly between refuels when kitted appropriately) and I have a Diamond Back Explorer (
~40Ly non-boosted maximum jump range and >300Ly between refuels) that is in danger of competing for that particular honour. However, for extended trips out in the void I would not consider either a serious contender due to their lack of optional module space (insufficient module space for two AFMUs and everything else). For extended trips, I would be looking at the Anaconda/Corvette/Cutter (
or possibly Orca/Beluga/T9/T7 - not seriously looked at these alternatives).
But back to the matter at hand, player owned bases...
The above "exploration outfitting/integrity discussion" may seem to be off-topic but it does have bearing when considering the alleged "need" for player owned bases that are arbitrarily locatable. If repair/refit/ship-switching is allowed at such arbitrary places, overall exploration balance could be adversely affected for new players since it would present a situation where longer playing CMDRs with huge bank balances could be in the situation where they dominate the first discoveries market. As it stands, we are restricted to a degree by integrity loss and that in itself is a form of balancing to avoid any one of us dominating the first discovery market since we all have to RTB (Return to Base) at some point.
Take away the repair/refit/ship switching options which some have been looking for and that leaves the data/material/cargo storage equation which mostly seems to have been ruled out to date... if storage of cargo were in ED's desirable feature set we would be able to store cargo with modules/ships.
With both of these options notionally ruled out for game balance reasons that leaves only ship re-spawning control, which while perhaps desirable for explorers creates a potential issue wrt (
with respect to - for those not familiar with the typographic term) griefers/gankers unless docking is restricted even at their own base when it should apply elsewhere.
This brings me back to my original case - If FD were to allow player owned bases of operation they should be the ones to determine the locations of said bases and they should be largely cosmetic in nature (
module/ship storage/switching at FD's discretion).
In addition, I think any implementation of player owned bases of operation should be limited to instances where the owning player actually is. No inter-player trading support, no player run economies, and certainly no area denial impact on other players.