but what about those groups who will coordinate and populate a system, or region, with 50, 100 or 500 bases, outposts, stations etc (subject to any maximum limit that might be applied of course per system)?.
Well you have to look at what exactly can be accomplished with these bases, and these players trying to swarm a system with bases, but evem if you have 50/100/500/500,000,000 you still won't have system control. It would be a small blip in the radar in the grand scheme of things. You have to look at what these bases DO and how they can be used. If you can't trade to them, or manufacture things, then the reason for putting these bases here would be pointless, and the players would be better served attacking a strategic location, but since there is now strategic element to attack there is no reason to control. So these players get A for effort, but I'd rather not grade the other aspects.
They can not stop you from interacting with the system, they can not stop you from coming and going, they can not stop you from sitting on their front lawn, because again we're not making these into defense platforms, We'd then have to go into types of bases and so on and so forth, so outside of storage, repair (Costing materials and whatever) and ship refitting. These players would be better served with just having one central location to base out of and try and exercise their limited ability to control an instance in a solar system.
You have to understand that to have these bases there needs to be a gameplay element surrounding them, and that does not have to be used for PVP only mechanics, there are a multitude of other examples of content one could use a base for provided said content can even exist. Even if your larger player gathering tried to control one planet. IT would be stupidly difficult to control an entire planet, again Ammonia based world, you at most would see a city of structures occupying a very small portion of planet, and to do what? Loiter open play to try and stop people coming or going in that system, out of 399,999,999,999 other ones? in the infinite amount of instances available to the point players in other modes could just come and go as they leave. It would be fruitless and a complete waste of time to do that, other then just for RP gains. There are too many ways to avoid griefing so let them continue to whine and cry all they want, why should that inhibit the rest of us from enjoying the content we are given?
What if that were to occur in a starter system or a major hub? It might mean nothing, might be controlled by Frontier to prevent that or it might have a whole bunch of negative impacts on others, which is why I focus the issue of how player ownership of anything (other than their ships) on it coming down to just how Frontier were to implement it, IF they implement it at all.
Again, why would you put a base in a starter hub instead of just using the bases their literally for the same purpose you might be suggesting. People are already camping Eravate and trying to kill new players, and other locations in the game with no consquences, this falls into the issue of crime and punishment. Second, why not just have the NPC destroy player bases if the player associated with them are using them for mal-content, how cool would it be to see a farragut battlecruiser warp in and obliterate someones base because they done effed up. Hilarious, and really dumb for any player to put their base in a system that has everything they need. I'm more for bases outside of human space, where they'd have a use for explorers, and people just wanting to play outside of the human bubble.
For mine, the *potential* negatives outweigh the positives, so I'd rather avoid it altogether, at least until we have some firm concept or proposal from Frontier on how they may approach it. Right now it's only a potential that Frontier would implement it.....and besides, there's a bunch of stuff a darn sight higher in the priority list I should think, like landing on atmospheric planets, space legs, improvements to existing gameplay. IF we ever get base ownership, it should be a LONG way down the track given these other things to be addressed first.
There are as many potential negatives as their are positives, it's all down to how these features are implemented and what owning a base actually grants the player for what specific content. I Said awhile back that I'd like to see ownership of bases on atmospheric worlds, so by that time I think it would make sense to have them. I agree there's no point in adding them right now, there needs to be purpose for them. Identifying their purpose, their function and the players ability to extend their influence is paramount to making this work right. It's all about the content surrounding the need to have them. I also said awhile back that we should see expanded content on the game over all, and having bases would be a fine purpose for giving things to interact with, IF you look at the DDF and previous news letter, FD mentions things like extra vehicular activity, submarines and so on. I think having your own little base for these things would be great.
The thing is people on this forum simply don't get the psychology behind player bases, and the like, some of you suggest that it will encourage griefing, but that is merely one aspect in which a base can be used, it's not the whole of the puzzle. There are more things to consider if you are one who is deploying these things, you need to consider the strategic value of the type of base you are using, the function it will serve you and where you will find a suitable location for it.The risk of exploration is higher than anything in this game, because you can put so much time into it, and lose everything you earned before you can collect payment, as we get the ability to fly inside gas giants, atmospheric worlds and ice and volcanic, extremely hostile environments, we will need tools to be able to deal with these things, as there is no recovery from the loss of exploration data, that goes beyond just "First discovery" or scanning planets.