I love this game so very much, although there’s one thing which I kinda regret. All these « empty » planets. It would be awesome to be able to build player bases (for a squadron for instance) so that they can have a more direct influence over the open world. Imagine if players could establish a base and also maybe specialize it in something (for example mining, or trading). They could also use it to have more influence over a system. That would add so much to the open world, as well as to the ingame-economical. Also it would emphasize on « squadron fights » and could play a part in the powerplay depending on what faction the squadrons supports. Bases could be possible to raid and maybe even invade but for that they would need to be not as expensive as fleet carriers (imagine loosing your 3Bn Cr base) and highly defended by NPC’s (with the same level of defense as spaceports). And also should have much lower upkeep costs than fleet carriers (or since they supposedly will allow to generate money on they own, it has to be somewhat fair, so that having a base doesn’t force you to grind to keep it up like fleet carriers).

I know fleet carriers were an effort going into this direction but let’s honestly face it... it doesn’t add the same level of immersion to have a huge ship floating around in space with huge upkeeps costs (even if it’s THAT massive), as having a planetary base that can have a direct impact on the game ecosystem.

yes some key systems should not allow players to build said bases.

no it will not allow players to « lockdown » the game’s system. Bases should only allow partial control of planets, and it doesn’t not have to give more military power to a squadron more than a carrier already does. It would just add immersion.

what you guys thinking ?

o7
 
Copied from: https://forums.frontier.co.uk/threads/space-house.253634/post-3943170

My recommendation from previous threads along the station/base discussion:

First Quote
I would recommend that the resource gathering be limited to one or a couple of relatively generic commodities. For discussion's sake, call them "station components". These should only be available from High Tech localities. That way, you are bringing in pre-built modular components. This lends itself to group effort without requiring that a build plan be custom designed by FD every time someone submits for a facility.
To clarify, the facility creator would take components to the desired location, via haulage, and create a foundation.

If you add a banking system to the facility, other players can sell components to the facility to complete whatever the current task is (see below for specifics), thereby creating inclusion.


Second Quote
Emplacing the station would get you a facility to land on which would be a respawn location, with the ability to add modules for additional capability.

Modules would include:

Black Market
Refuel
Repair
Restock
Security Hangar - Provides Station Security patrols
Others possible - Crafting, Engineering, etc



It would NOT have Bulletin Board, Commodities, Outfitting, Shipyard and Universal Cartography.

It would have the standard No-Fire zone.

It would not have a faction affiliation, and, as a result, it would not affect the BGS.
With the proposed banking system, the base can have an economy, providing repair, refueling and restock, presuming it has those modules. Black market recommended removed.

Third Quote
Building your own base on a planet, and making a SRV racetrack would be pretty cool.

Would require metals for delivery for upkeep and maintenance, and food deliveries for staff, and paying staff wages, to make it expensive enough to not spam them everywhere.

Seen this in other games, and it is not a good thing. You end up spending all your time husbanding the base, and the game becomes a chore. If you want expense, then make the base Cost to assemble, but the quoted proposal hasn't worked in any game I have seen where the environment is even close to as large as here.

Making the base so expensive to maintain that it becomes tedious will just end up being a waste of the developers' efforts since most people will have to spend a significant amount of time feeding the installation. If you must have a maintenance cost, make it credits, not something that players have to ship in.

Fourth Quote
Lastly, in order to combat the "build and forget" mentality, require "rent" be paid for the facility. DO NOT make this a resource farming exercise since it again prevents anyone without a massive player support or lots of time from having a facility. It should have a Credit cost which can interpreted as wages for station staff, budget for purchasing supplies, etc. A popup once per rent period asking if the player is willing to pay their rent, and 3 refusals in a row equals no more base.
Again, if the base has a bank, then the rent comes from the bank. If the bank cannot pay, the creator is contacted.
 
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Nice idea, Commander Living Quarters could also be a thing instead of living in our ships like a homeless chap - or even player-controlled terminals... I think Odyssey will have a lot to live up to haha.
 
Nice idea, Commander Living Quarters could also be a thing instead of living in our ships like a homeless chap
Yeah :D I agree, it would be nice to have something of the sort, and odyssey is gonna push even more in that direction since we will finally be able to walk around (I must say those awesome starports and ships and bases wil look awesome) so walking in your own... I think it would add SO MUCH more immersion to the game
 
Well, we do have fleet carriers but that’s freaking expensive to buy, and then to upkeep. And if you think about it, what does it adds to the game if not the need to grind to keep it up ? The 500Ly jump range ? I’m sorry but once I’ve jumped the time I’ll spend mining on tritium will be the same as the time I would have spent jumping with my highly engineered conda.
Sure fleet carriers can be nice for deeps space exploration, but so far that’s the only thing a carrier is useful for. Moreover with odyssey and its FPS coming up it would make much more sense to develop planetary base with there own « mini economy » as mentioned above; rather than walking on a huge empty ship in the middle of the void.

As for the cost of bases, I don’t see why they should make it expensive. You’re aware the Fdev don’t earn money on the in game Cr right ? They don’t even allow you to purchase it. A long development time ? Well, they could use a number of existing assets, including the fleet carrier control interface, what’s more I would eagerly pay for an extension including this, I wouldn’t mind at all...
Also to avoid proliferation (as you can see with F carriers now despite their humongous costs; Limiting them to minor factions depending on they sizes.
 
How much do you tink player owned bases on planets are going to cost, considering all the extra trouble FDEV will need to go to to support them? You think they are only going to be 5b?
For a base to be set up, players could pool resources together in which each member pays an equal percentage. They could also equally pay for the upkeep, instead of having to pay for and then upkeep a fleet carrier all on their own.
 
How much do you tink player owned bases on planets are going to cost, considering all the extra trouble FDEV will need to go to to support them? You think they are only going to be 5b?
look I know apartments have raised rent a bit but there is a mild difference between a spacefaring aircaft carrier and a 2 bed 1 bath.
 
Just what we need, 50 bases on the same planet as Felicity Farseer, and every other POI on every other planet.
The exact same player parking habits many of us find annoying about Fleet Carriers would carry directly over. Every where that matters in game has a dozen or dozens of FC cluttering up the place. We would see the same or worse with player owned planetary bases.
 
How much do you tink player owned bases on planets are going to cost, considering all the extra trouble FDEV will need to go to to support them? You think they are only going to be 5b?
Given that there are facilities, both dirtside and orbital, that are used as asylums, it seems a bit unlikely that they are TOO expensive.
 
Just what we need, 50 bases on the same planet as Felicity Farseer, and every other POI on every other planet.
The exact same player parking habits many of us find annoying about Fleet Carriers would carry directly over. Every where that matters in game has a dozen or dozens of FC cluttering up the place. We would see the same or worse with player owned planetary bases.
Nope, not if you only allow a certain number per minor faction and that you can’t have more than a given number in a system (depending on how many moons it has). That way it would totally avoid the FC cluster
 
Nope, not if you only allow a certain number per minor faction and that you can’t have more than a given number in a system (depending on how many moons it has). That way it would totally avoid the FC cluster
Then you will get complaints regarding low inclusivity, and cries to up the limits.
Honestly, as long as I am given the option to completely filter, (not the half way filter we have for FC), every last one of them out, or even better, they only exist while the owner is logged in, I am fine with them. It is like other peoples' FCs, I have zero interest in interacting with them, or having them cutter up sys/planetary maps, in systems that already have planetary bases or stations.
 
Then you will get complaints regarding low inclusivity, and cries to up the limits.
Honestly, as long as I am given the option to completely filter, (not the half way filter we have for FC), every last one of them out, or even better, they only exist while the owner is logged in, I am fine with them. It is like other peoples' FCs, I have zero interest in interacting with them, or having them cutter up sys/planetary maps, in systems that already have planetary bases or stations.

But then it makes them useless....
The limit for player bases shouldn’t be capped, it should be regulated by the number of systems controlled by the faction and the number of suitable planets on said system. That way it’s fair and realistic. Moreover the goal is that people actually use said bases if they are open, so the owner of the bases can’t tweak the prices as the could on FC. The bases are applied to the same rules as normal planetary bases...
 
Player facilities should not be part of the BGS. If you want to influence the BGS, it has to be completely integrated, meaning that it belongs to the faction, not the player, so that it can change hands the way all other BGS components do.

You either get a personal asset, or you get a BGS component that can be taken over by another faction.
 
Player facilities should not be part of the BGS. If you want to influence the BGS, it has to be completely integrated, meaning that it belongs to the faction, not the player, so that it can change hands the way all other BGS components do.

You either get a personal asset, or you get a BGS component that can be taken over by another faction.

By “player bases” I meant more something like “Minor faction” bases, if you read the whole thread you’ll see some pretty interesting ideas ;)
 
By “player bases” I meant more something like “Minor faction” bases, if you read the whole thread you’ll see some pretty interesting ideas ;)
Then, I am sorry to say that I do not understand. Are you wanting something that You own, or are you wanting to be able to create assets for a faction?

If the latter, then, yes, those belong to the BGS, and could be "taken away" from you by having some other faction become dominant.
 
Then, I am sorry to say that I do not understand. Are you wanting something that You own, or are you wanting to be able to create assets for a faction?

If the latter, then, yes, those belong to the BGS, and could be "taken away" from you by having some other faction become dominant.
No I meant faction own bases... I mean as much as I would love to have my own base it doesn’t make any sense unless it is crazy expensive and you truly are a business tycoon and can afford it so it would limit the amount of player owned bases very much (say the cost is 20 BCr)
 
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