First-person views would be interesting, but in the long run, it's just more "look but don't touch" in a totally sterile galaxy.
FD should move in the direction of a real sandbox, where players have the ability to craft permanent items to their desires; outposts, planet-side installations, and ships (maybe).
Clearly there are logistical issues with user-created content in an instanced game, but they are all easily solvable.
To make it easier to follow & discuss, I'll re-post my thread from the Suggestions Forum:
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Player-built outposts would be an incredible addition to the game, but it seems like FD, and others, are misguidedly concerned about "ownership" and all the conflict and weirdness that that would entail.
Basically, the concept of "ownership" would be completely moot, the finished outpost would act like any other, and offer features determined by the builders. There would be zero further benefit to the original builders, other than a sense of accomplishment, which
cannot be undervalued. Maybe the builders can name the station (with approval), and have some sort of recognition, like a "Builder's Plaque".
Think of it as a wing-level "Community Goals" project, but with no end-benefit, other than the satisfaction of a job well-done!
Outpost-building within a specific instance would be fairly easy, the caveat being that the outpost would suddenly "appear" in all instances when it is finally finished/
approved. Maybe there would some kind of process to follow that made the outpost essentially invisible to all players except the wing building it* until it was added to the local system map, etc.
Since the outpost building would be an altruistic endeavour, there would be absolutely no need to "protect" it, or make it's construction be able to be disrupted by non-builders in any way. The whole concept of needing to "protect" it, or "attack" it would be utterly and completely irrelevant.
To add a sense of urgency, there could be some sort of
time limit when building, and have all component elements need to be mined, not purchased. The time limit could be something like 3-5 days, and if the most basic modules are not completed, the effort would fail, and the build would need to re-start.
All in all, it's fairly trivial to implement, with a minor amount of planning and some extra assets, like a "constructor" vessel, and the corresponding UI for the vessel.
* I see this as pretty much a joint effort pre-requisite, both a private group and a wing to simplify coordination of effort and tracking of status.
I'd see the building process go like this:
- Constructor vessel is purchased (250 million CR): 750T cargo,
CANNOT access
Commodities Markets, 20LY jump range empty.
- Constructor pilot finds applicable location (must orbit planet/moon), resources nearby
- Wingmates plan features and determine resource requirements
- Wingmates mine resources
- Constructor pilot deploys collector limpets to pick-up delivered materials required for first "
core" module, and when enough is collected, deploys "builder" limpets to build the module. Repeat as desired for further modules (landing pads, etc)
As an example, the first "core" module might cost: 250 Platinum, 100 Paladium, 75 Gold, 50 Silver and 50 Panite. Module "cost" would depend on functionality. Capability upgrades (outfitting(?), re-arm/re-fuel, etc) would be added to the core module, at a cost.
* NOTE: A root caveat would be that only cargo dropped by the wingmates would be collected, thus limiting construction to a small number of players, such that large PvE groups don't dominate construction projects.
- Build modules until "finished" (as big as you like, but there would be an absolute minimum configuration), then submit for approval/naming.
- Once
approved, the station is added to the environment, and is subsequently "frozen" in that build state.
All sorts of caveats and limitations could be placed around outpost location and building like:
- Player-built outposts are independent and impossible to influence
- No bulletin board would ever be allowed since that suggests alignment/influence
- Maximum distance allowed from existing outposts/stations (no outposts suddenly appearing next to Sag. A!)
- No additions to already occupied systems
- Resources must be found in-system, or mined nearby (15LY?)
- No Nav Beacon, thus no local NPC players (possible?)
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