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?

Asteroid bases are coming which..depending on how they turn out, could be player owned, or not, could be player faction owned? who knows, but Frontier is definitely aware of this, as for personal CG and such, that would be incredibly odd, unless you mean you create a CG, inform people that you need x materials to upgrade your base and will pay y per delivery, wouldn't really be a CG as such, because you would have to pay for the goods, you shouldn't just be able to create a CG that magically gives you money.
 
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.
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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.
Well, if something isn't in the cards, they are not shy in saying it's not going to happen. I take what David said as encouraging, nothing more.

The purpose of this thread is to find out what players do want in this regard so that when the devs do sit down and thrash this out, they can work from our outline. If we, as a community, can say what we want, the devs can avoid mis-steps and give us what we want. I never said surface bases were mandatory, btw. If you don't want one, just don't make one. :) I don't think they will be that onerous to run, once established either.

There's a lot of stuff we can have. Autonomous SRV's that mine as they go along the surface, automated mining stations as we see in POI, starports in permanent stellar orbit that scoop hydrogen for fuel, gas giant factories scooping for rare gases, the proverbial sky (and our imagination) is the limiting factor.

Legs and station interiors seemed so far away when the game first came out. Now they are almost here. Let's plan for the future and hopefully we can affect the "ten year plan" positively. That's all I'm saying.
 
Asteroid bases are coming which..depending on how they turn out, could be player owned, or not, could be player faction owned? who knows, but Frontier is definitely aware of this, as for personal CG and such, that would be incredibly odd, unless you mean you create a CG, inform people that you need x materials to upgrade your base and will pay y per delivery, wouldn't really be a CG as such, because you would have to pay for the goods, you shouldn't just be able to create a CG that magically gives you money.
What I meant by your own CG, was you alone have to do it. You could make it into a friends thing to get it done faster, but I think if you did it alone it would be so much more rewarding. You have to gather x tons of a, b, and c commodities, for example. Or transport miners from a distant system to bring them to your base. That sort of thing. Something different for each phase, so it isn't repetitive.
 
Asteroid bases are coming which..depending on how they turn out, could be player owned, or not, could be player faction owned? who knows, but Frontier is definitely aware of this, as for personal CG and such, that would be incredibly odd, unless you mean you create a CG, inform people that you need x materials to upgrade your base and will pay y per delivery, wouldn't really be a CG as such, because you would have to pay for the goods, you shouldn't just be able to create a CG that magically gives you money.

That sounds awesome! Maybe incorporate a mission-like structure to save on "delivery fees" by picking up the stuff yourself or what not?
 
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My thoughts:

Three types of player "housing":

1) Station/planetary base, or
2) Land purchase, or
3) Free land

1 ---
You can buy an apartment (Basic, Common, Up-Market, Luxurious) on a station, they all overlook the toaster (and therefore their orbiting planet as well) /
You can buy an apartment (Basic, Common, Up-Market, Luxurious) on a planet, nothing fancy here just an apartment in a high-rise.
The type of apartment determines the price and size of the apartment.
SWTOR-style placement of furniture and other things (pre-set locations for any object, facing any direction - Google if unsure)
Store apartment "style" furnishings for an entire apartment (Potential revenue stream for ED).
Social-hub for friends and "wing" mates.

2 ---
You can buy a plot of land from a planetary base or station
Plots are meant to be credit sinks; CMDR return on investment is very low. A plots purpose is for a CMDR to find another avenue to support his faction.
Plots are priced based on size (Small, Medium, Large), potential output (Low, Medium, High) and material; A large plot of land with a high output of gold, could cost a CMDR tens of millions of credits. However the impact on the factions economy could be large.
Plots are bought with the expectation that the owner is going to construct some kind of material-generating infrastructure ( eg: a mine ) to benefit the station/planet and/or faction.
Plots require staff (NPC) to function and materials to run.
Buildings are modular and can be placed using a type of top-down strategic over-view map of the plot.
Buildings cost money and materials to construct; CMDR is expected to provide this ( or can get friends to assist. I,E: Shadragon's "community goal"-like project)
Buildings change what the plot output focus is. E.g: Building a refinery will change the plots output from selling raw materials to refined materials (e.g: Gold to Gold Bars).
CMDR's can "raid" plots, therefore construction of skimmers and other defenses is required to maintain output. Buildings cannot be destroyed, however, they can be damaged; thereby reducing their output. ( Maybe? -->) CMDR's who control a plot for a certain period of time, can take control of it. This is an illegal action, attacking another players base is against the law. Doing so is considered piracy, EXCEPT when the system is in Anarchy ( provision could be made to take PP into account as well ). Provided there is a Karma system in place ( which there should be ), this will have a negative Karma impact.
Output contributes to the economy and growth of the faction the plot ultimately belongs to.
Plots generate a weekly reputation and credit gain for the CMDR. The larger the plots, the more reputation and credits earned. Additional bonuses could also be awarded, e.g.: ship or weapon discounts.
Construction requires credits and construction materials, buildings also take a while to build depending on their size (e.g.: A Large Refinery might take several days, a few million credits and alot of construction materials to complete).

3 ---
Claim a plot of land on any large asteroid or planet as your own
Construction works identically to 2 only on a smaller scale.
There are two main base types: Habitation, and Outpost.
Bases require NPC's to function, outposts do not. Or you could get the "automation" module that keeps your base operational without the need of a crew ( very expense to make and build ).
Start off with a single living module.
Provide sufficient credit, construction materials and space then select a module to construct. Building takes time, size and complexity of building determine how long.
Outposts are open to all CMDR's, acting as "stop over" points (good for exploration), CMDR's can leave messages on the "visitor's wall" for other CMDR's to see.
Different types of player bases do different things:
Science - science focused research particular to that system or cluster. Provided a CMDR has done all the research, she can then provide whatever the outcome is to other CMDR's. Eg: RNG-based, with strong-player influence, blueprint CMDR's can purchase and then bring back to an Engineer to implement on their module.
Mining - player could set up a small mining operation as he explores a particular cluster of stars. His home base could provide necessary materials he needs for his exploration.
Manufacturing - CMDR could create a small manufacturing facility that creates things, such as ammo, limpets, perhaps even exploration drones.
Or a mix of the above if the CMDR intends to remain in the system for long.

.. stuff like that.

So much potential is player bases; just thinking about it gets me excited for the possibilities.
 
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A personal base IMHO should offer no 'profits' of any kind. Just a simple vanity thing, a landing pad, refuel/rearm/repair and spaceleg-quarters whenever possible. It should be a credit sink, not a credit generator.
 
A personal base IMHO should offer no 'profits' of any kind. Just a simple vanity thing, a landing pad, refuel/rearm/repair and spaceleg-quarters whenever possible. It should be a credit sink, not a credit generator.

You should be able to store and refit your modules, but I agree, it should not be a credit farm. I must say though, i liked the game XBTF years ago, where you could set up trading posts and such, If someone did choose to do this, and the option was made available in the future, it would not bother me that much, whether I chose to engage with the feature or not. It would be nice to see more dynamic player generated content in the galaxy.
 
You sure about this Player Owned thing? And that it's not the PLAYER GROUP outposts? That video answer from Oct. was rather vague. Ok, more vague than usual when talking about David.
 
How many bases would we be allowed to build? Just the one? If we can only ever have one base, then shouldn't implementation of it wait until all landable planets have been implemented? Otherwise, the first-generation early-adopters will be stuck with expensive white elephant bases on boring airless rocks while new players and the patient would get to build bases on Earth-likes.

I believe that landing on Earth-like planets will eventually be implemented, probably long before player-owned bases are.
 
This is a fantastic idea in a single player game, but the problem I see is that there's thousands upon thousands of players, but a limited number of good spots throughout the bubble.

Within minutes of launch, Luna would probably be dotted with hundreds of player claims and every single popular landmark in or near the bubble will have player bases all around it (which would also make excellent spots for gankers to respawn). Imagine the amount of visual pollution you'd get both on-screen and in the Nav panel!

On top of that, players come and players go, so six or twelve months after launch, we're going to have all these derelict bases that haven't had any attention in months. This would end up like a outer-space version of Geocities... (if anyone remembers that site).

One possible way it could work is if player bases visible only to the owner (greatly diminishing their appeal). Alternatively, you could have a base within an existing base, say a private hangar inside Jameson Memorial or something. Because all the ship movement and storage happens out of sight, one base could theoretically have millions of player-owned hangars.
 
I would like to see Player factions and Players be able to create your own bases. Player factions can create more than one based on the number of systems they control, but the second and subsequent ones are subject to the BGS. Players get one free base, second and subsequent bases require real money to establish the initial base.
I would like to some sort of tree of additions where players/factions choose the modules they add, unlocking with rank and then paying with credits.
Player or player faction stations should not offer a financial benefit to the player or faction.
 
"Candidate feature". I wouldn't get my hopes up for the near future.


I would like to see Player factions and Players be able to create your own bases. .

Player groups do not control factions in a traditional sense, we support them, but we dont own them. If 100 people came in tomorrow and decided to shift one of our factions in a different direction we couldn't do anything about it. I cant see FD changing that philosophy any time soon.

I would much prefer to see a mechanism to develop existing faction assets e.g. upgrading shipyard etc, upgrading a small settlement to a bigger one etc and developing up vanity locations (cqc type assets) in a system. I think something along these lines is much more likely - if they can even automate such features.
 
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