Horizons Would you like to build your own base in Elite Dangerous?

For me it would be factions only and the expansion of space and ground ports would be based on variables that would be worked for by the members of the faction. Maybe you could go more militaristic in terms of expansion, or scientific etc..
 
1) If they released player housing / storage in Horizons it would have caused a paywall screaming fit like you wouldn't believe

2) Is it persistent in all 3 play modes? Can other people access it?

3) Can it be attacked, do you have to pay for base defences, or hope to be hidden far from the ganking crowd?

1) Not if it's done correctly and in lore, like the base on the asteroid or gasless planet. But I don't believe this will, happen any time soon. It is doable though, all they need is to create a manual gasless planet, and have a "homestead" area there where people can land and build their own base. I don't believe this is doable in PGed universe though. They would completely have to r-deploy their universe to allow us to build anywhere we want.

2)... No comment

3) I think they could make a fun mini game out of it. Have your base attacked on random order by something. It would be in your interest to build defenses early. If we are talking about PvP, then unless all the bases are in the same system, most of the people would fly into some corner of the galaxy and build their base so that nobody could find it. There is a very small group of people who cares about PvP. The rest are explorers and picture takers pretty much.

4) adding my own - create a competitive outposts that people could PvP for in SRVs.
 
I loved base building in Fallout 4, and would love to see something similar introduced in ED someday. Fad or not, I've enjoyed sinking time into building homes in minecraft, ark, day z, and F4. Doesn't have to be for everyone, just like I don't really like trading or mining or doing entirely text-based, nearly-inconsequential missions from stations, but some people love that :):):):). I think this is a priority behind 1st person and multicrew though.

Whoever said "ED is about being a lone pilot...." bleh bleh bleh, IT'S A SANDBOX with more varying activities then I will ever likely get involved in. It's not about any one thing. And wings and open play certainly indicate that this isn't a solo experience if you don't want it to be. And how would player-built settlements ruin your solo experience anyways? NO MAKE SENSE!
 
If and when we get the ability to leave our ships, I'd expect player housing options. Easiest to implement would be instanced quarters onboard your ship and in stations and starports. Player-owned outposts and planetside settlements present design challenges, but design challenges present an opportunity for designers to shine. With hundreds of billions of systems, they could approve a few here and there for player development (well outside the bubble). A solid community building system is a big plus for recruitment and retention.
 
Well, this game doesn't differentiate between solo and open in terms of the game world. You can't place a solo mining station because you chose to play in solo. There can be an infinite number of instances of the same exact location in the game. What will happen when someone attacks your mining operation while you are in solo? Will you watch it explode helplessly?

Again, I'm not against suggestions but please people, think a little bit in depth before posting gleeful visions of glorious sci fi fantasy.
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Cynaqq - I reckon the base with you in it would not even know it was being attacked unless you happened to be in the same instance as the attackers. They would be able to destroy the defenses, loot the place, and you as the innocent player may end up losing nothing (or even noticing, in fact). The Hutton Blockade is a good example as most people never even noticed it was happening.
It does raise the question on "persistence" of player "owned" content. How much should something like a Player Owned Base be affected by external forces with persistent effects. It could be addressed by making everything semi-permanent... with a deterioration rate and upkeep cost that increases with the size and scope of outpost. Player doesn't keep the base up... it fails and falls off the map.
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That being said... I agree that a player created, owned, and maintained "property" out on some distant planet has some serious issues in the implementation. The idea of a "rented room or space" seems a lot more feasible. The idea of being able to store your "stuff" is pretty universal. I would not be surprised to see something to address this coming out within this season or next.
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The easiest, and most probable way, is to make your ship interior customizable. That's your home anyways. Perfectly happy with that.
 
The easiest, and most probable way, is to make your ship interior customizable. That's your home anyways. Perfectly happy with that.

A ship interior can't house 20+ players with their own ships in the same instance. Bases will have enough space for that.
 
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I would like to see rentable storage at stations which is not accessible by other players. Whether a hanger for ships or room for equipment. This would be best implemented when we can walk about otherwise it's just another screen for scrolling through. I assume the purpose of powerplay was an attempt to allow player's groups to get to run a station eventually. I'm not sure if this is still viable because it hasn't quite worked out and players appear to be leaving powerplay altogether. I do think allowing players to build very small planet based basses could be great fun and if they could only be picked up by the scanner similar to POI ( but smaller target ), it would prevent them being so easily found. There should be maintenance issues attached if the base is destroyed whilst the owner is absent. I can't imagine many times when both the base owner and another player are fighting it out. I like the idea of customizing the interior of our ships when 'walking around' is introduced. Maybe more storage, but at what cost to the mass of the ship ? So apart from a bed, what's the point ?
 
To separate base building in solo and open. You cant interact with a base or destroy it if you play in solo and the other base is in open. Immediately a base switches to open you can attack it or interact. So the base will have a sign which says which type of play a commander is playing. So if you play in open and encounter a player base which is set to solo you cant interact with it. It just becomes a base which you cant do anything with. I don´t know if this is possible to do, but I guess it is. It has to be a way to separate solo from open. The whole meaning with a personal base or a group/clan base is to build it yourself from scratch by using synthesizing, crafting and loot. Even blueprints found could be used to manufacture different stuff. The fun with bases is the building and choosing the location it will be built on. And the endless possibilities in game play. Cargo canisters could also be used in crafting. Animal meat could be used to produce food for yourself in 1.person interaction on the planet. Personal weapons could be used to make a rifle. And metal alloys could be used for making modules and base structures. Every single god damn canister and material/loot can be used in crafting and building. Hoarding has got a new meaning and much needed cargo storage is needed on the base. If you want to sell something you must go to a starport and sell it on the bulletin board or black market. So the base becomes a home and a storage/manufacturing central while starports remain your mission/outfitting and sell/buy hub. I agree that personal storing on starports and walking around the ship decorating and moduling would be great. Although moduling is coming for the ships, this is good news. But the fun lies in creating something yourself, thats the whole meaning of a base, and in the 21 century we have datatech that can make this come true. Although at least 1-2 expansions should come before bases. Its first person interaction and landings on planets with atmospheres. Well, I guess we need to see what we get in season 2 first, I think it will hold some surprises. :)
 
No, Elite Dangerous is about being a lone pilot finding your way in a massive galaxy. The day they allow player bases is the day I stop playing.

Not entirely sure how building a small base can't be part of "being a lone pilot finding your way in a massive galaxy". If we can buy powerful, jump capable ships for a few million credits, why wouldn't we be able to buy pre-fabricated base units to help us make our way in the galaxy?
 
There could be different types of "bases" to suit various purposes, such as:
- Mineral Extraction/Refinery
- Factory/Assembly Plant (to build modules, ships, materials to build other structures)
- Military base
- Secret hideout/outpost (imagine being able to operate from a hidden outpost deep within thargoid space!)
- Scientic facility for all sorts of research
- More ideas?

These structures could come in different sizes, from small hideouts to full blown mega complex. They would need to be fueled to keep them operational. And of course they could be destroyed by other players or NPCs so they would need to be defended.
 
This could be a very interesting and constructive addition to gameplay. As long as player bases were limited to very small installations they would not require extensive asset development or coding, could fit well with other game mechanisms, and could contribute to gameplay positively. However I certainly don't think starports, outposts, planetside colonies or other NPC installations should be available to players.

What could work well is a unit about the size of a modern-day shipping container. They would occupy, say, 8 units of cargo space in a ship and would require physical transport and setup on a planet surface. They would be capable of holding small amounts of cargo, modules, synthesis materials, and later on loot and crafting materials when they are introduced. Basically, a small personal cache. Some could be optionally equipped with life support and function as habitats. Several could be connected to create larger habitats.

Functionally, the game engine would manage them the same way it manages ships, except they would be flightless. They would be undefended, but there is also the possibility that a player could purchase skimmers as defense. The player would know where they were, and could let friends know. An assemblage of these could function as a group base, but group funds would not be needed for purchase or maintenance (each component would be bought and installed by an individual).

They could be discovered by other players using a wave scanner, or in flight from a ship, just as with planetside POIs. They could then be plundered. This could have great gameplay possibilities immediately, and even more once FPS activity is introduced.

The constructing player/s would gain a planetside base for storage and as a "vanity" base of operations.
Opposing players would gain the possibility of discovering and exploiting them, or simply destroying them.
The game devs would gain thousands of new "hand-crafted" POIs planetside without having to do any coding.

There are precedents for most of this, the only extra step is allowing players to own what would amount to a glorified garage.


What a coincidence, I had just stumbled on a Kerbal game mod image just shortly before I read your post :

maxresdefault.jpg
 
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I think it is a great idea, but it would be a good idea if it also allowed for you to hire NPC's to work for you so that you could have your base as maybe a mining station and you sell the minerals and Metals by getting NPC's to deliver them to stations. Also getting attacked should be in there, ether by Npc's or players, does not matter, i think all bases should be attack able and you should be able to clam them for your minor faction, even the NPC bases should be attack able, up gradable, and usable
 
I think it is a great idea, but it would be a good idea if it also allowed for you to hire NPC's to work for you so that you could have your base as maybe a mining station and you sell the minerals and Metals by getting NPC's to deliver them to stations. Also getting attacked should be in there, ether by Npc's or players, does not matter, i think all bases should be attack able and you should be able to clam them for your minor faction, even the NPC bases should be attack able, up gradable, and usable

For solo players who do not like to team up with others, yes they should definitely be able to hire NPCs. The drawback for them however, is that they will be alone to finance their projects.

One thing I'm wondering is, do we want this to be allowed in the current "bubble" or not.
 
Well, they've always told us that this isn't what Elite is about. That the player is independent and incapable of acquiring the resources to do such things. So no, for now, I'd like to see what we currently have expanded on and improved. I would, however, put bases before player avatar customization since building bases adds to gameplay.
 
Not entirely sure how building a small base can't be part of "being a lone pilot finding your way in a massive galaxy". If we can buy powerful, jump capable ships for a few million credits, why wouldn't we be able to buy pre-fabricated base units to help us make our way in the galaxy?

I agree. Setting up a small base out in the void as an outpost for further exploration. Its a good idea. This base could act as a repair facility and a fuel hub. It could have stored food (if we need to eat with 1 person interaction) and act as an emergency base for other commanders in vicinity. But they need to pay a hefty prize to use it. It could also have first aid/surgery abilities if you can get wounded in first person interaction. Although im thinking way ahead, including first person interaction. Star Citizen has nailed this although very buggy at the time it has potential.

There could be different types of "bases" to suit various purposes, such as:
- Mineral Extraction/Refinery
- Factory/Assembly Plant (to build modules, ships, materials to build other structures)
- Military base
- Secret hideout/outpost (imagine being able to operate from a hidden outpost deep within thargoid space!)
- Scientic facility for all sorts of research
- More ideas?

These structures could come in different sizes, from small hideouts to full blown mega complex. They would need to be fueled to keep them operational. And of course they could be destroyed by other players or NPCs so they would need to be defended.

Good ideas. There are no limits to the possibilities with player built bases. Here are some ways to maybe implement it.

-Base modules: (Bases can be set up with prefabricated modules bought with credits from starports, or "special" unique modules sold on Frontiers shop)

-Base storage and quarters at persistent in game starports: (Commanders can buy their own hangar/storage at a persistent base in their "home" system, in space or on a planet)

-Player built bases: (Commanders fabricate/produce modules/parts to the base with raw materials found in the game world. And set it up where ever they want. The size of the base can be as big as the individual or group of commanders want. I guess a sort of clan/faction system needs to be added to. The fabrication/production of the goods for creating the base can be a part of synthesizing/crafting/loot coming. Every item in the game can be used to craft something useful on the base or to create the base.)

Different niches of bases in Powerplay: (As a part of Powerplay you need to choose a niche of bases which you want to construct on planets to add to the factions output. These can be destroyed by other players. These bases will add CC to the faction. Be it industrial sites, military installations or radar installations. These cost credits to set up, but will significantly help your factions output of CC and can help taking over enemy systems in the stellar neighborhood.)

If you have more ideas feel free to add them :)
 
No, but I would like to be able to affect systems more thoroughly, like their population, security, a specific station's economy, etc.
 
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