I'm out near the Magellan's star cardinal point right now scouting for potential base locations. I'm one of the very many Cmdrs that are hoping and expecting the "new big feature" coming to the game later in 2024 to be base building. I'm also hoping that mining settlements will be allowed and that will support planetary tritium mining (what the hell, it's found here on Earth in the real world, just not a lot of it).
I've already found a very suitable ice planet, and a great location on that planet (see below) where I could build my base. Having tritium mines out in the black would do for fleet carrier owners what DSSA carriers currently does for explorers. It could only be a valuable resource that would extend gameplay considerably by encouraging more Cmdrs to head out into the black with their carriers to explore.
I don't know what you all think about how base building could work, but I'm very excited by the possibilities and wanted to throw my own thoughts into the ring. I think that there will be a standard base layout. This will consist of a power building, a habitat building, a command building (where the base owner would have their office as they do on fleet carriers), and there would be another building containing a bar (which I see working in exactly the same way as the bar on fleet carriers) and other facilities including outfitting, vista genomics and so on.
On top of this I see, or rather would like to see, modules that can be added to the base so it can specialise in mining, military or security support, tourism, agriculture, industry, or high-tech production, with goods that could then be sold through its own market.
I really like the idea Cmdr Buur came up with in a recent video where he suggested Cmdrs could have to buy construction materials and transport them to the base location to actually build the base. This could be expanded upon with on-foot materials and data (building schematics for example) being required in the construction or upgrading of a base, including being able to engineer specific base components to improve the defensive weaponry, mining efficiency, or industrial capability as examples.
I can see bases being owned both by individual Cmdrs but also as squadron assets. Players would set up a faction as a replacement for the player groups that were withdrawn from the game earlier in the year. These factions would appear within the improved PowerPlay as a means to encourage players to take part. Let's face it, people don't do PowerPlay as hardly anybody feels a connection to the in-game powers, but actual player and squadron-based factions are definitely something players would be invested in. This would also lead to new types of gameplay, such as players attacking other settlements in their own or a neighbouring system to try and take it over, using their influence through missions and actions in the system to achieve the same, and also having to defend their own base from attack which isn't a current gameplay dynamic. The player-owned base would then become a sort of Command Headquarters from which everything is run.
I think you can all probably guess I'm extremely excited about the prospects that base building could bring to the game, and I'm thoroughly hoping that by the end of this year I'll be able to set up Travers Independent Trading out in the black
I've already found a very suitable ice planet, and a great location on that planet (see below) where I could build my base. Having tritium mines out in the black would do for fleet carrier owners what DSSA carriers currently does for explorers. It could only be a valuable resource that would extend gameplay considerably by encouraging more Cmdrs to head out into the black with their carriers to explore.
I don't know what you all think about how base building could work, but I'm very excited by the possibilities and wanted to throw my own thoughts into the ring. I think that there will be a standard base layout. This will consist of a power building, a habitat building, a command building (where the base owner would have their office as they do on fleet carriers), and there would be another building containing a bar (which I see working in exactly the same way as the bar on fleet carriers) and other facilities including outfitting, vista genomics and so on.
On top of this I see, or rather would like to see, modules that can be added to the base so it can specialise in mining, military or security support, tourism, agriculture, industry, or high-tech production, with goods that could then be sold through its own market.
I really like the idea Cmdr Buur came up with in a recent video where he suggested Cmdrs could have to buy construction materials and transport them to the base location to actually build the base. This could be expanded upon with on-foot materials and data (building schematics for example) being required in the construction or upgrading of a base, including being able to engineer specific base components to improve the defensive weaponry, mining efficiency, or industrial capability as examples.
I can see bases being owned both by individual Cmdrs but also as squadron assets. Players would set up a faction as a replacement for the player groups that were withdrawn from the game earlier in the year. These factions would appear within the improved PowerPlay as a means to encourage players to take part. Let's face it, people don't do PowerPlay as hardly anybody feels a connection to the in-game powers, but actual player and squadron-based factions are definitely something players would be invested in. This would also lead to new types of gameplay, such as players attacking other settlements in their own or a neighbouring system to try and take it over, using their influence through missions and actions in the system to achieve the same, and also having to defend their own base from attack which isn't a current gameplay dynamic. The player-owned base would then become a sort of Command Headquarters from which everything is run.
I think you can all probably guess I'm extremely excited about the prospects that base building could bring to the game, and I'm thoroughly hoping that by the end of this year I'll be able to set up Travers Independent Trading out in the black
