The very big thing : personnal bases

Hello !

This idea is quite big, but could be the main subject of a whole update.
Anyway, the idea would be quite simple anyway to implement (few new screens, few new rules, few new graphical objects)

The player can actually land a ship on a planet, and use its srv. The ship is actually only visible in the player instance, while the player is here.
Since the ship is empty, the landed ship is effectively a structure added to the planet on fixed coordinate, only visible when the owner is here.
Saying this, I'm just saying this functionality is more or less already existing in game, so, there wont be any fundamental revolution.

The difference is : instead of landing a ship, we would construct a very small base landing pad, which will obviously not move afterward. But it would be only visible when the owner is in the instance.
The base would have several level, each level costing materials, and providing additional features.

The objective of this whole idea would be to allow players to start their own personal small base at any place of the edge of galaxy, and make it grow with some extensive work. Self sufficiency is then a major aspect. This would be effectively a revolution for exploration gameplay.

1) The first level would be the creation : using a given module (existing or not), and a low quantity of raw minerals and micro raw materials, the player would set a landing pad for its ship size on the ground. This first level would provide the functionality of getting (from ship to pad) raw minerals, micro raw materials and fuel, with a menu similar to commerce including a management of demand per element. Each gift of material (no rebuy possible) will increase the gauge of materials. Materials in gauge get undifferentiated, but a low demand material would increase the gauge with a lower effect.
2) upper levels will consist of using a part of the materials for adding a new level to the base. Each level would increase the maximum size of gauge, enrich slightly the base with basic graphical elements, and provide new functionalities listed below (each new level providing no more than 1 or 2 additional functionality) :
- repair ship (lowering the stock gauge)
- refuel (lowering the stock gauge)
- restock munitions (lowering the stock gauge)
- restock limpet (lowering the stock gauge)
- restock srv and fighters (lowering the stock gauge)
- entering inside the pad and going back to ground level
- leaving and docking srv (structure addition)
- create small landing pad if not existing (structure addition)
- create medium landing pad if not existing (structure addition)
- create large landing pad if not existing (structure addition)
- co-ownership, allowing an other player to consider the base as his own, with a shared level, full access rights (including the access when the other player is not here, and the ability of accept other players), but separate material gauge. The level up can be paid in multiple payments (shared)
- module storage
- basic E module crafting (mining laser, refinery, limpet controller, cargo and tanks, mostly) (lowering the stock gauge)
- basic ship (sidi, eagle, hauler) crafting (at highest levels) (lowering the stock gauge)

This would come with minor mining new rules :
- possibility to gather rock fragment without refinery inboard, and store in cargo rack. The pile of fragment will keep trace of the sum of all elements inside
- possibility to give (or sell to public bases) rock fragment with a lower efficiency (or lower price) than raw material
- refinery would eat fragment from fragment pile first. Each fragment being composed of any 2 materials present in the fragment pile. This would ease the minor life without making it less complex.
- possibility to get fragment (with low efficiency) with any weapon

The ownership management would also include :
- a menu listing all owned base : a player can see only his owned bases, and owned base of players he is sharing instance with.
- a limitation of a maximum 5 bases ownership per player
- a function to abandon the ownership of a base
- once a base isnt owned by any player anymore, it simply disappear (forever)

This functionality could (without any obligation) be a way for community manager to select bases among the biggest to turn into a persistent base for all players, with (or without) a dedicated community goal.

This functionality could also be extended to bases on asteroid, but would then require a refactoring of asteroid generation, to provide much bigger asteroids with an almost null rotation. (well, asteroid generation should be remade anyway)
 
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