Player Owned Bases - Surface

OK, it's coming, but not soon. Here's my concept of how player owned bases (on a planets surface) can work. Yes, I'm assuming we have legs by this point.

Phase One - The Aspirational Beacon (or Location, Location, Location.) [yesnod]

"One day lad, all of this will be yours" - A simple beacon pole marking where your base will one day be. Surface marker, something like a tourist beacon in nature, to mark your place in the world. Needs to be in terrain where a base can expand outwards without constraint. Could be anywhere the player can reach, on any landable world.


Phase Two - The Basics :rolleyes:

Landing Pad. Just a pad to land on with refuel capabilities that can handle any size player owned ship. No hangar, no other services. Comes with building (Like the large ones you see in POI in pairs) with basic living accommodation for the CMDR in question.


Phase Three - Tunnels? Let's Gopher It! [haha]

Small - Medium sub-surface hangars are established with basic services. Refuel, rearm. Tunnels from both lead to accommodation block.


Phase Four - DIY :cool:

Improvements to services, addition of outfitting and shipyard (storage, not purchase). Large pad / hangar added (same as in Phase 3). Better living area.


Phase Five - Houston, Tranquility Base Here [alien]

SRV hangar, Universal Cartographics, Livery, Black market, Interstellar contact are added to services. Luxurious living quarters.
Option - Let friends, or indeed anyone, use your facilities with your taking a % of all purchases.


Now, the player would have to do some work to establish these different levels of bases, of course. Hauling in materials and cargo to build the extras over time. Your own personal CG you can do on your own schedule. I'm not going to outline that in detail as there is too much unknown and as I said, this is a long time coming. Space based bases would need to be handled somewhat differently, for what I think are obvious reasons.

Am I missing anything?
 
Last edited:
I was good with this all the way up to phase four.
Then you went and ruined it by turning it into a credit farm.

Building and maintaining a base should be a credit sink, not a credit farm.
 
OK, it's coming, but not soon. Here's my concept of how player owned bases (on a planets surface) can work. Yes, I'm assuming we have legs by this point.

Phase One - The Aspirational Beacon (or Location, Location, Location.) [yesnod]

"One day lad, all of this will be yours" - A simple beacon pole marking where your base will one day be. Surface marker, something like a tourist beacon in nature, to mark your place in the world. Needs to be in terrain where a base can expand outwards without constraint. Could be anywhere the player can reach, on any landable world.


Phase Two - The Basics :rolleyes:

Landing Pad. Just a pad to land on with refuel capabilities that can handle any size player owned ship. No hangar, no other services. Comes with building (Like the large ones you see in POI in pairs) with basic living accommodation for the CMDR in question.


Phase Three - Tunnels? Let's Gopher It! [haha]

Small - Medium sub-surface hangars are established with basic services. Refuel, rearm. Tunnels from both lead to accommodation block.


Phase Four - DIY :cool:

Improvements to services, addition of outfitting and shipyard (storage, not purchase). Large pad / hangar added (same as in Phase 3). Better living area.


Phase Five - Houston, Tranquility Base Here [alien]

SRV hangar, Universal Cartographics, Livery, Black market, Interstellar contact are added to services. Luxurious living quarters.
Option - Let friends, or indeed anyone, use your facilities with your taking a % of all purchases.


Now, the player would have to do some work to establish these different levels of bases, of course. Hauling in materials and cargo to build the extras over time. Your own personal CG you can do on your own schedule. I'm not going to outline that in detail as there is too much unknown and as I said, this is a long time coming. Space based bases would need to be handled somewhat differently, for what I think are obvious reasons.

Am I missing anything?

Remove outfitting, the black market and Universal Cartographics, so it has nothing to do with the BGS.
I suppose you could have outfitting for you own modules that are stored, and a shipyard for your stored ships.

You could have refuel, as long as you buy the fuel in units and fly it back to your base. It shouldn't be there for free fuel.
 
I like it a lot except the bit where you make money. The reason being that in order to have this kind of facility you would of had to of earned a lot of credits already and so making more should not be a problem but if all you have to do is sit back and relax I don't see the same desire to play being maintained, not by everyone that is.
 
is this confirmed ?

my understanding - which i admit wasnt much - was that player owned bases would be the adhoc, v basic "inflatable bases" in asteroids.

my "vision" for the actual bases in the game would be more akin to you get a mission to drop off a band of npcs, be it miners, farmers, scientists or what ever depending on the planet you were putting them on, and then, depending on how well you serviced their needs they either flourished, or failed but these i never expected to be "ours"..... but at no point did i ever expect us to have our own fully fledged bases, either as a solo thing or <shudder> as a guild thing.

dont get me wrong if it comes i can live with it i guess so long as "non pledged" players are not barred from such bases.
 
Last edited:
OK, it's coming

Citation needed! :)

Did they say this on a live stream or in a thread somewhere. My understanding was that they may be considering something along the lines of a garage in an asteroid (or similar) that a player could park up, but nothing more than that. Has there been something definite said or is this wishful thinking?
 
OK, it's coming, but not soon. Here's my concept of how player owned bases (on a planets surface) can work. Yes, I'm assuming we have legs by this point.

Phase One - The Aspirational Beacon (or Location, Location, Location.) [yesnod]

"One day lad, all of this will be yours" - A simple beacon pole marking where your base will one day be. Surface marker, something like a tourist beacon in nature, to mark your place in the world. Needs to be in terrain where a base can expand outwards without constraint. Could be anywhere the player can reach, on any landable world.


Phase Two - The Basics :rolleyes:

Landing Pad. Just a pad to land on with refuel capabilities that can handle any size player owned ship. No hangar, no other services. Comes with building (Like the large ones you see in POI in pairs) with basic living accommodation for the CMDR in question.


Phase Three - Tunnels? Let's Gopher It! [haha]

Small - Medium sub-surface hangars are established with basic services. Refuel, rearm. Tunnels from both lead to accommodation block.


Phase Four - DIY :cool:

Improvements to services, addition of outfitting and shipyard (storage, not purchase). Large pad / hangar added (same as in Phase 3). Better living area.


Phase Five - Houston, Tranquility Base Here [alien]

SRV hangar, Universal Cartographics, Livery, Black market, Interstellar contact are added to services. Luxurious living quarters.
Option - Let friends, or indeed anyone, use your facilities with your taking a % of all purchases.


Now, the player would have to do some work to establish these different levels of bases, of course. Hauling in materials and cargo to build the extras over time. Your own personal CG you can do on your own schedule. I'm not going to outline that in detail as there is too much unknown and as I said, this is a long time coming. Space based bases would need to be handled somewhat differently, for what I think are obvious reasons.

Am I missing anything?

I think personal player bases are long, long way off. Braben talked about it, alluded to it in some old dev vid, but he promised nothing.

I think a player base should be purely designed to be a personal modular home base. Nothing more.
I do not want every player to have their personal black market, shipyard, outfitting, interstellar contact and commodity market.

I am ok with with a basic version of outfitting, but the player should only be able to use the personal modules he/she stored there. No module/hardware store, as in buying modules in your own personal store. I don't like that at all.

I would like a modular approach in which we have to construct a viable living space by buying and adding the necessary modules (like in the game Planetbase). I think the base could be mostly subterranean to lighten the load for the game engine.

As far as modules are concerned:
- Oxygen production
- Airlock
- General Storage
- Power generator
- Living quarters
- Control room
- Hangar
- Landingpad/ docking pad
- Armory
- Defensive systems
- Greenery
- Cantine
- Infirmary
- Science lab
- Fuel store
- Ammo store
etc.

People might even have a pet in the base. I would love to have a few cats (or a Thargoid:)).
etc.

It would be great to be able to earn credits to be able to buy cool new modules for my home.

Also very important: FD could sell cool vanity stuff to generate some revenue.
 
Last edited:
OK, it's coming, but not soon. Here's my concept of how player owned bases (on a planets surface) can work. Yes, I'm assuming we have legs by this point.

Phase One - The Aspirational Beacon (or Location, Location, Location.) [yesnod]

"One day lad, all of this will be yours" - A simple beacon pole marking where your base will one day be. Surface marker, something like a tourist beacon in nature, to mark your place in the world. Needs to be in terrain where a base can expand outwards without constraint. Could be anywhere the player can reach, on any landable world.


Phase Two - The Basics :rolleyes:

Landing Pad. Just a pad to land on with refuel capabilities that can handle any size player owned ship. No hangar, no other services. Comes with building (Like the large ones you see in POI in pairs) with basic living accommodation for the CMDR in question.


Phase Three - Tunnels? Let's Gopher It! [haha]

Small - Medium sub-surface hangars are established with basic services. Refuel, rearm. Tunnels from both lead to accommodation block.


Phase Four - DIY :cool:

Improvements to services, addition of outfitting and shipyard (storage, not purchase). Large pad / hangar added (same as in Phase 3). Better living area.


Phase Five - Houston, Tranquility Base Here [alien]

SRV hangar, Universal Cartographics, Livery, Black market, Interstellar contact are added to services. Luxurious living quarters.
Option - Let friends, or indeed anyone, use your facilities with your taking a % of all purchases.


Now, the player would have to do some work to establish these different levels of bases, of course. Hauling in materials and cargo to build the extras over time. Your own personal CG you can do on your own schedule. I'm not going to outline that in detail as there is too much unknown and as I said, this is a long time coming. Space based bases would need to be handled somewhat differently, for what I think are obvious reasons.

Am I missing anything?

Phase 5 no. Other then that it sounds good.
 

Jenner

I wish I was English like my hero Tj.
Nice! I like it. :)

I think ED needs some persistent player owned 'stuff' like this. Whether or not it's a credit sink or farm isn't of great interest to me (it could go either way), but I really like the idea of being able to make a base/home somewhere and build stuff. Could be on a planet or maybe even on a station. I think it would add a great deal to the game to move out a bit from the very ship-centric ownership and crafting we have now. Not to necessarily change ED into Second Life or anything, but a little more would be nice. :)
 
I think any player-made bases should just be shelters one can refuel and repair with the aid of time and/or synthesis resources.

Don't get me wrong, I'd love more extreme benefits, but I just have little faith FDEV will ever allow players that kind of luxury/control.
 
I would absolutely love a player owned base. It doesn't have to be territorial, or destructible, or anything like other games. But being able to build something yourself would be amazing. The in-game Universe is huge! So why not? I love the idea of needing to haul materials and maybe even hiring workers to construct new aspects of the settlement. Like OP mentions, start with a basic landing pad and let it expand with how much you can afford to haul. Allow your friends or anybody to haul for you, to really get a community feel.
 
You decide.

https://youtu.be/9wZvsPerJD4 At the 19:00 mark

However, being something they've discussed and is a "candidate" for the future doesn't mean that, as you've suggested, it's definitely coming.
.
I, for one, am all for player owned apartments or hangars on existing NPC controlled bases, or automated mining platforms (we know NPC factions seem to already have something similar planet-side), but player-owned bases no thanks. It would infer you then need base management simulation gameplay as well if it is to properly fit into the game, and that's not what an Elite game is about in my opinion.
 
However, being something they've discussed and is a "candidate" for the future doesn't mean that, as you've suggested, it's definitely coming.
.
I, for one, am all for player owned apartments or hangars on existing NPC controlled bases, or automated mining platforms (we know NPC factions seem to already have something similar planet-side), but player-owned bases no thanks. It would infer you then need base management simulation gameplay as well if it is to properly fit into the game, and that's not what an Elite game is about in my opinion.

You would in no way be forced to create a home base yourself of course.

For those who like such stuff it would no doubt be incredibly cool to have something like that.
I would love it myself.
The base management could be minimal. You might just have to buy the necessary modules to create a viable base and need some money to maintain it.
I think it would add a great money sink and add a place, you build and customize yourself, to this huge cold universe you could truly call home.

Player apartments in npc owned stations could be added to the game too for those who prefer that.
I would like both to be in the game.
 
Last edited:
Setting permissions would be a bit tricky, but having it be keyed to allow other players to access it would be cool. Maybe faction-based?

That, of course, would require player factions to be coded into the game, which may break things...
 
Back
Top Bottom