Let players buy/build bases

Couldn't see a thread on it suggested recently, so I thought I'd add one.
Please, let us buy or build bases.

Here's some initial ideas:

Purchase Option:
We get to buy a ready built base. Just as you can buy a ship and then outfit it, the same with a base.
So the core base options include planetary, output, orbital and coriolis. I understand that asteroids are on the way, so lets add those to.
For each of the base types, let us outfit, just as would a normal ship. So we get to add power planets, shields, defences, crew stations, refineries etc. Add the same limitations as per normal ones, i.e. that outputs cannot house large landing pads. Make options include refineries, production capability etc. For additional defences, include SLF bays for local defence.
Clearly these will NOT be cheap. So a Coriolis might well cost say 2 billion for a basic one, and before outfitting. A planetary base might be substantially cheaper.
Let's assume that it'll take time to build, so maybe 1 day per 100 million of build cost as a gameplay option. In reality, a base might take years, but then we can order a Corvette and get it instantly, so the delay seems reasonable.
Only allow purchase within the bubble.

Build Option:
Allow players to design their station, a little like in planet coaster. Once they're happy with the design, they submit the order and again takes time to build.
This could and in my opinion should allow more options, to include:
- Location. Allow a player to build anywhere. If it's outside the bubble, the player and his friends must transport the materials and units required
- The components can either be bought as pre-fabricated, or built on site using raw materials delivered on site as long as the site has a 3d printing unit either as a structure, or on board a ship. For ease, lets assume costs of the construction crew are mixed into the 3d printing unit and pre-fabs
- The build location can be in space, an asteroid or on a moon
- Components can be either surface located, or built underground if on a moon/asteroid. Underground requires a mining team, i.e. a direct cost, but means that the unit can not be damaged by ship fire
- Again, include plenty of options on types, i.e. shields, power plants, living space, refineries, production sites, defence posts, SLF bays etc
- Please add a "shuttle" or "tug" option to replace an SLF that can be used to move materials

Economics
For ease, let's assume that once built, the base costs nothing to run
Have the monetary return of the base based upon the following:
- Proximity of local materials (i.e. locations with say metallic rings and similar), if the base offers facilities for processing refined materials
- Proximity of raw materials, if the base offers production capabilities
- Proximity of competing bases offering similar services
- Proximity to a trade route. Within an existing system, is it close to a shipping lane. If it's say on the way to Jacques, it may well become a stopover point

Defence:
As mentioned, let's assume the base has the option of automated turrets and SLF bays.
If the base is owned by a CMDR and he gives access to his player group, if the base is attacked, include instant notification to the players in that group. If they so chose, allow them to then fly SLFs via holo-me at the base being attacked

Mining and similar
Once built, add new ground vehicles and buildings. Personally I'd love to see vehicles including a dedicated prospecting and mining ground vehicle that can setup a mining rig to dig for materials


I'm conscious that FD like to think long term and introduce new ideas in a staged manner, thus allowing step by step work.
For the above, a thought to include:
- Allow purchase at stage 1, including holo-me for base defence, but with no economics
- Add economics at stage 2
- Add build option at stage 3
- Add mining and new vehicles in stage 4


For me, this would add a whole new line of play in the game.
 
New base cost = 1,000,000,000,000 credits :)

awe, all the players could rent out bases on 1 planet and we could be like a community... dibs growing onion head :D

mining doesn't sound half bad, seen the machines at Didi Vattermann's base. a bit of cash on side never hurt and having a base of operations to store things such as commodities and materials would be quite plesent. But I am not sure this would feel very Elite though?
 
A real space port would cost like a septiollion credits or something, but a small outpost like the ones we can't dock with right now? Hey that'd be really cool! Can't be more expensive than a ship of the ssame size, right?
All that's left do do is figure out what you could do with them, other than mining and docking (which ofc is a lot all by itself already). Maybe research. Having those on the way to jaques could be pretty nice.
And leaving the process of constructing to the players would finally add some point to heavy transporters like the T9, too! c:
-> nice idea! (so long as it does not interfere with elite's feeling of "you, the player, are just some mostly unimportant part in a giant system")
 
I think it would be really cool if they did cost massively different amounts.
So one might be the equivalent of a local petrol station, and actually allow basic repairs and refuelling. At the other extreme, an seriously big asteroid base with full production and trading facilities, possibly own by a group of players.
 
Couldn't see a thread on it suggested recently, so I thought I'd add one.
Please, let us buy or build bases.

Here's some initial ideas:

Purchase Option:
We get to buy a ready built base. Just as you can buy a ship and then outfit it, the same with a base.
So the core base options include planetary, output, orbital and coriolis. I understand that asteroids are on the way, so lets add those to.
For each of the base types, let us outfit, just as would a normal ship. So we get to add power planets, shields, defences, crew stations, refineries etc. Add the same limitations as per normal ones, i.e. that outputs cannot house large landing pads. Make options include refineries, production capability etc. For additional defences, include SLF bays for local defence.
Clearly these will NOT be cheap. So a Coriolis might well cost say 2 billion for a basic one, and before outfitting. A planetary base might be substantially cheaper.
Let's assume that it'll take time to build, so maybe 1 day per 100 million of build cost as a gameplay option. In reality, a base might take years, but then we can order a Corvette and get it instantly, so the delay seems reasonable.
Only allow purchase within the bubble.

Build Option:
Allow players to design their station, a little like in planet coaster. Once they're happy with the design, they submit the order and again takes time to build.
This could and in my opinion should allow more options, to include:
- Location. Allow a player to build anywhere. If it's outside the bubble, the player and his friends must transport the materials and units required
- The components can either be bought as pre-fabricated, or built on site using raw materials delivered on site as long as the site has a 3d printing unit either as a structure, or on board a ship. For ease, lets assume costs of the construction crew are mixed into the 3d printing unit and pre-fabs
- The build location can be in space, an asteroid or on a moon
- Components can be either surface located, or built underground if on a moon/asteroid. Underground requires a mining team, i.e. a direct cost, but means that the unit can not be damaged by ship fire
- Again, include plenty of options on types, i.e. shields, power plants, living space, refineries, production sites, defence posts, SLF bays etc
- Please add a "shuttle" or "tug" option to replace an SLF that can be used to move materials

Economics
For ease, let's assume that once built, the base costs nothing to run
Have the monetary return of the base based upon the following:
- Proximity of local materials (i.e. locations with say metallic rings and similar), if the base offers facilities for processing refined materials
- Proximity of raw materials, if the base offers production capabilities
- Proximity of competing bases offering similar services
- Proximity to a trade route. Within an existing system, is it close to a shipping lane. If it's say on the way to Jacques, it may well become a stopover point

Defence:
As mentioned, let's assume the base has the option of automated turrets and SLF bays.
If the base is owned by a CMDR and he gives access to his player group, if the base is attacked, include instant notification to the players in that group. If they so chose, allow them to then fly SLFs via holo-me at the base being attacked

Mining and similar
Once built, add new ground vehicles and buildings. Personally I'd love to see vehicles including a dedicated prospecting and mining ground vehicle that can setup a mining rig to dig for materials


I'm conscious that FD like to think long term and introduce new ideas in a staged manner, thus allowing step by step work.
For the above, a thought to include:
- Allow purchase at stage 1, including holo-me for base defence, but with no economics
- Add economics at stage 2
- Add build option at stage 3
- Add mining and new vehicles in stage 4


For me, this would add a whole new line of play in the game.

Its been suggested a good amount of times, in similar threads, so yeah there's definitely support behind it, so yes generally a good idea, I made a suggestion a bit back.
Found it.
 
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I would love small personal player bases in the game. It could be a very cool money sink in the game.

I would like them to be modular, with a customizable lay-out. Something akin to the 'Planetbase' system.
We would need to buy modules to create an operational base.
Possible modules would be: living quarters, sickbay, control module, power module, shield module, defensive systems, offensive systems, oxygen generator, hangar/landingpad, garage (for SRV), storage modules, armory, etc. etc.

Perhaps the player bases might be build below the surface of planets to reduce the impact on the game.

FD could sell all kinds of cool cosmetics for this feature.
It would make an excellent revenue source I think.
 
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I would love small personal player bases in the game. It could be a very cool money sink in the game.

I would like them to be modular, with a customizable lay-out. Something akin to the 'Planetbase' system.
We would need to buy modules to create an operational base.
Possible modules would be: living quarters, sickbay, control module, power module, shield module, defensive systems, offensive systems, oxygen generator, hangar/landingpad, garage (for SRV), storage modules, armory, etc. etc.

Perhaps the player bases might be build below the surface of planets to reduce the impact on the game.

FD could sell all kinds of cool cosmetics for this feature.
It would make an excellent revenue source I think.
Exactly this.

I can't see them ever adding things along the lines of a player owned Coriolis station. It would have to cost a ridiculous, nearly unobtainable sum of credits, and it just doesn't fit the game lore.

Small personal bases make so much more sense. They could be fully customizable. Functional elements could be earned/found through gameplay, and cosmetic elements through the FD store. Also, the instance would be accessible only to the player owner and anyone they're winged up with. This avoids any of the potential griefer nonsense, but still allows players to bring friends to their base.

DB mentioned something about personal asteroid bases in an interview a few years ago. Hopefully this idea is still on the table.
 
If I could build a base, I'd want it to be components. Consider something like Take On Mars (earlier components rather than the overly complex ones used now). You buy polymers and certain metals etc from the market and manufacture the components with a machine. These are then put together to construct your base. Foundations, floors, walls, ceilings and so on for the habitat area, pad sections for the landing pads. General guidelines could tell you how big a pad must be for small, medium, large pads etc (6x4 is a small pad for example).

I'd rather not have fixed designs or modular buildings that don't look great, I want to see bases that people want to show off because they look cool. Something like this:
1E0291282531A4868EA05A31004FD246A90BAE9F
 
I think we will get this eventually, just not in the next season (but who knows). It should be modular with cheap starter components so most players that are not super-rich in game can have something to call home, but with larger and more expensive items, of course. Based on the assets in-game already, I have confidence FD would make it "cool".

It is also clearly possible, as No Man's Sky has shown that in a massive procedural universe you can have player-built bases.

I would like for it to use in-game money for all building modules, but FD could sell some cosmetic things for it, like "building skins" or "disco ball and lights".
 

Lestat

Banned
Or another idea Buy a mega ship. You be able move it point A to B. It might take months to get there. But could be cool.
 
Hmmm... that whole build your outpost thing aint so bad, id like to list some ideas to expand on this a bit.

commodity producing structures- having a lab (high tech) , mining towers (raw materials/ metals) even an organic orchard (agricultural) (like the biospheres on engineer bases) can produce set numbers of commodities per day for your own market. you can freely pick up and trade items as any other commodity market except there would be no need to buy them as they are yours...PURE PROFIT! players can also trade with facilities to bring items in that you want personally (eg you can set painite for high demand if you want it badly and others can benefit from the credits from trade. wingmen and friends get discounts with trading. any profits from traded items goes into a pool that you can withdraw freely. a minimum amount of money will always be available for other players to trade with, this way stopping player from sapping all your money :)

personal mission board- Ever get logged with missions that you never actually do? selective missions based around your gameplay would make ease of access and a slighty more smooth fun experience. these missions are managed by exterior powers though your personel.

Personal-the main driving force of your base, you can hire them by giving groups a percentage of all associated earnings or have them volunteer to be bonded to you by rescuing them as either slaves or captured persons. they become the main minor faction of your base of which you can name your faction.

Power affiliation- associated major powers (fed, Imp and alliance) may offer for your faction to be absorbed into their own power. from here contributions from missions go directly to naval and reputation progress with that power. broader mission selection is available through this as well.

wingman and friend capability- wingmen and friends can visit bases freely other players only have access to missions and commodities at increased prices, wingmen and friends may purchase and trade commodities at a discount as well as support you with completing missions. Universal landing pads capable of landing small,med and large vessels will allow any-one to freely dock with ease. multiple pads can make large wing groups all visit at once. making it a cooperative fun experience.


storages- any commodities you bring/ produce as well as materials and data can be stored at the base for a rainy day (I could collect Low temp diamonds or painite for example until I with to trade in bulk with a good buyer) and materials will never need to be wasted again, just store them in storage houses.

Classed Facilities- production facilities come in classes (grade e mining structure has low production and low rarity chance eg very rare materials and commodities, whereas a grade a would have much higher production and material chance) same for storages ( E not so much space, A almost impossible to fill) low grade facilities are cheaper allowing more poorer players to begin base building.

rather than letting there being a limit to building. large areas of select planets can be selected where almost any amount of facilities can be added. allowing rich players to effectively make trading empires that rival even the richest star ports...why buy a star port when you can best it!
 
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I like the idea of mining camps that was suggested long ago. Where a player can leave the bubble set up a small camp on a planet for repairs and such. Setting up surface mines and collecting materials for several days before packing up and leaving. The surface miners and camp must require maintenance though. By using mats to repair them. ( This will prevent the Galaxy from filling up with abandoned mining operations.)
Of course we would need a new SRV capable of the task!
 
I must be the only person against this or something :/ but I say...

No, no, no, no.

1. No to player owned stations/ports or asteroid bases. (Player factions is good enough)
2. No to player owned super ships.

None of these concepts is what Elite: Dangerous is about. I stated it somewhere else, we are commanders of small ships, not fleet admirals or something. Keep the brass as NPC's!
 
I must be the only person against this or something :/ but I say...

No, no, no, no.

1. No to player owned stations/ports or asteroid bases. (Player factions is good enough)
2. No to player owned super ships.

None of these concepts is what Elite: Dangerous is about. I stated it somewhere else, we are commanders of small ships, not fleet admirals or something. Keep the brass as NPC's!
Then the game is doomed to stagnate. Players need a goal and at present, the goal of getting enough credits to buy whatever you want in the game can be achieved in a week or less depending on how much you spend online in each session. The game has no real long term goals for players and that's why so many are becoming bored with it.
 
That is a Fair point mate haha! :)

played for 3 months and already have max anaconda, all that's left is for me get corvette/cutter and that's it...nothing more after that.
 
That is a Fair point mate haha! :)

played for 3 months and already have max anaconda, all that's left is for me get corvette/cutter and that's it...nothing more after that.

Have you flown to Jaques Station, Sag-A, Beagle Point, tried beyond Beagle Point?
 
I to would like something like this. I'd settle for a community planet based landing station and then have your own personal space. Of course having a small space station is what I'd really love. I still remember when I finally set up one in jumpgate. Liked the modular design of that as well. Cost, well that's going to be another issue. I'm going to wait for Fromtier to start the RFC process before I get more into this....
 
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