Because constructing bases is fun? Hence why it's included in nearly every other open world MMO game. Elite has a perfect environment too because there is so much unused space.
Fleet carrier spam is a UI issue at worst... the Elite galaxy is gigantic, players owning things everywhere would not make the play area cluttered because its too large. We literally have billions of empty planets.
Player actions influence BGS, so no reason why a player couldn't set a base to support a certain faction in a system or a power.
By that logic PvP does not exist in Elite then? Base raiding wouldn't usually be team vs team, it would usually be team vs automated defences with occasional player resistance. Instancing issues is no way a reason not to implement this. May as well bin PvP altogether with this line of reasoning.
They can officially align themselves to both factions and powers.
PvP in Elite is and always has been random, chaotic and disorganised - OR- non-organic, organised events. What the game needs is a mechanism for different groups to fight for objectives that aren't out of game made up things that don't matter. Again, instancing issues are not a deal breaker... I remember being in battles involving 25+ players, great fun but rare because the game does not make it easy to get involved in such things.
Squadrons & Powers should be the gateway to large PvP battles and territory wars, but it fails right now because of the lack of in game mechanisms for it. Powerplay is ruined by not being aimed towards open, and all squadrons currently have are pointless league tables nobody cares about.
It feels like these two sets of points are aimed at very different and not necessarily consistent ideas of what base building would do or appeal to...
Sure, there are billions of empty systems and planets. Someone could set up a base in Dryao Aoc LW-L c3-2 or wherever and it wouldn't bother anyone, it can happily produce Lithium all day long for them to sell, and multiple people could set up bases with complementary economies so that they didn't have to go back to the bubble to get more Lithium every week. Obviously, though, a base there has no real context as a driver of PvP or territory warfare precisely because no-one else cares that it's there.
Equally, somewhere in the bubble, sure, you could set up a base as a way of providing BGS support to a faction, and then have it attacked by opposers of that faction. But I don't see what that adds to the BGS territory warfare over the existing tens of thousands of Odyssey settlements which are fought over in warzones and can be attacked or defended or otherwise used for BGS impact the rest of the time. If you're not getting PvP action around the existing bases and aren't finding them meaningful enough for mostly-indirect-PvP BGS territory warfare, how does letting a player say "there are now thirty-
four BGS-relevant ground settlements in this system" make a difference? And in the bubble, space is relatively limited ... and commodity production is relatively worthless since you can just buy that stuff by the kiloton from thousands of existing markets.
I think they can either be things you set up in some uninhabited system for your own amusement if you find the early construction-to-self-sufficiency stages of colonisation projects the most interesting (and there are definitely people who would enjoy that!) ... or they can be sites of PvP conflict within the bubble as part of the BGS territory war ... but the functions and restrictions needed for them to effectively be one of those mean that they'd be very bad at being the other.
(And maybe there can be some flag where a base gets PvP-enabled
because it's been aligned to a faction and is invincible otherwise, but I can think of all sorts of cans of worms and potential exploits with that approach)
Only people with lots of time to grind out huge amounts of credits can afford fleet carriers. Bases would be scalable, so easier for players with less time to build and maintain.
But again, that also falls apart if they're supposed to be PvP targets. Sure, a base is cheaper to build and maintain than a FC ... but the FC is invincible. If your base maintenance costs can be increased arbitrarily by people launching PvP attacks on it (starter-level bases presumably aren't going to have great defences, right?) do you actually get enough use out of for it to count as cheaper? Equally, if being subjected to a few hours of PvP attacks overnight doesn't actually do any damage to the base from your perspective, it's not really a PvP asset.
And sure, carriers are expensive and generally only for the most active players ... but those are the same players who are participating in BGS conflicts with any degree of success. Direct PvP is pretty expensive once you consider the time costs of a fully-engineered ship, plus rebuys. Again, this is one where "cheap PvE home for fun DIY project" and "PvP asset to drive conflict" don't seem to be doable with the same mechanism.
(And if you're building it significantly outside the bubble, you're probably going to want a FC
anyway rather than moving supplies in and out one Anaconda/Krait at a time)