Player Planet Bases - An Actual Purpose

Frontier have not added any new player factions into Elite for three months now. There is a whole forum sub thread discussing why it has stopped. (or at least asking for an explanation as to why it has stopped).
What makes you think that introducing a new planetary outpost on a planet previously auto-generated / seeded, allowing a commander to name it, then allowing it to grow and to furnish it with differing base features would be an easy piece of work.

If they can't even get soft renaming of existing factions, within existing stations, in existing systems right, I don't hold out much hope of this coming within the next short to medium term.
 
Frontier have not added any new player factions into Elite for three months now. There is a whole forum sub thread discussing why it has stopped. (or at least asking for an explanation as to why it has stopped).
What makes you think that introducing a new planetary outpost on a planet previously auto-generated / seeded, allowing a commander to name it, then allowing it to grow and to furnish it with differing base features would be an easy piece of work.

If they can't even get soft renaming of existing factions, within existing stations, in existing systems right, I don't hold out much hope of this coming within the next short to medium term.

My hope is that with the introduction of squadrons, they're going to add some more automated process of creating player factions or at least some other kind of player somethings.
 
One system per CMDR would never work in core space and putting bases out in the fringe or beyond would be inconvenient beyond words.
1 base per planet is fine though.
Heck, even 4-5 a planet is fine, provided they're atleast 100km apart.
Although, some planets will get crowded very quickly. Lol

CMDR Cosmic Spacehead
 
They'd be just as tough as any other non-player structure. You can't destroy any base, so it wouldn't be weird to be unable to destroy player bases.
I used to play Evony many years ago. The players assets were on the map 24/7 and you had to be online to mount an effective defense. I've lost multiple castles from a player group. Log off and all is well. Log on the next day and 3/4 of your holdings are captured by a coordinating player group. Not fun.

Player bases should follow the same outline as NPC bases and not be destructible. Weapon defenses can be beaten down, but they repair themselves over time. If you allow players to steal other player goods, you'll eventually get a player group of low morality targeting you 50-75 times in a row and depleting everything you have built up.
 
Surely that's a hammer to crack a nut? Simply have storage at stations?
My reasoning is simple. If you have storage at stations you need some sort of transfer system like modules. Then you go to an engineer base and transfer stuff there from all over the place. No challenge, no danger, boring.

A single player base with storage (and no transfer system to engineers) means you have to carry those items from your base to the engineer when needed. We have limpets that can breach shields now so there is tension and a challenge getting there. Get blown up and you lose that cargo. In my mind, that is a better system for a game with 'Dangerous' in the title.

I do not see significant use for it in the game yet
Key word highlighted. This will be several years away I suspect and there will be a lot more game when we reach player bases. :D
 
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Anyone play the old Star Wars Galaxies MMO?
Player made cities. Some guilds had massive cities with every amenity available, and were really cool. And solo players could find a plot out somewhere and put their own house down and some amenities and have a homestead.

Ah, the memories... :sigh:
 
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