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

I've proposed it and posted it last year right after launch .. alot of people against it oddly enough. Then again they are the vocal minority. The vote ended up being overwhelmingly yes. Who wouldnt' want to do that?
 
I'd be all for it --I even worked out a whole system of modules, how they connect, how they function, how they are arranged on the surface, even how they could be stored on the galaxy server at an absolute minimum data load (post somewhere here on this forum) --until I remembered the instancing issue. How is that going to work? And then there is Solo vs. Group/Open play: should bases in Solo be visible to Group/Open? If not, then would it be cheating if someone plays in Open but keeps his settlement neatly hidden and invulnerable in the Solo parallel universe and switches modes on the fly to drop in on his settlement? I really thought about it, and could see no way around it.

It's all very tricky, and regrettably a consequence of the compromises that Frontier made to keep everybody happy. It's the price we pay for no subscription costs and being able to opt out of Open play.
 
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I find the whole debate if people should or shouldn't be abel to build a base in 200 billion galaxy absurd. Seriously, how selfish are some of you for not wanting others to build in this huge galaxy a single freaking base? And for everyone saying this would could cause problems between single and multiplayer, well, if you can't hide a damn base in single player with 200.000.000.000 stars at disposal, you deserve to get that thing destroyed.
 
To be honest, as I have thought about this more, I don't know how much value it would add to the game. What's the point? What gameplay element does it add? There are no guilds, no corps. There are no mechanisms for player vs player ownership of stations, no faction war, etc. Limited instance sizes. What would these be used for? If it's for storage of stuff (assuming loot & crafting follows a standard model) then why not just rent spaces at any station or planetary installation you want?

More intriguing to me would be the possibility that we could influence the BGS to be able to create these things for us. it was in one of the design documents, wasn't it - the background sim responding to player activity by building stations, increasing populations, changing governments and economy, etc. Some of the pieces are there, but the station building is still a manual effort. it would be great if a player group could cause one to be built in a specific area by carrying out activities in that area. Imagine an exploration-focused group carrying out activities on a frontier system that caused an expansion into a nearby system that is ripe for terraforming, and the BGS created an outpost that slowly expanded into a full on station, and then planetary outposts.
 
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I find the whole debate if people should or shouldn't be abel to build a base in 200 billion galaxy absurd. Seriously, how selfish are some of you for not wanting others to build in this huge galaxy a single freaking base? And for everyone saying this would could cause problems between single and multiplayer, well, if you can't hide a damn base in single player with 200.000.000.000 stars at disposal, you deserve to get that thing destroyed.

The problem is not the risk of getting the player settlement looted or destroyed; the problem is instancing making it impossible to guarantee that the player can defend it because he may end up in a different instance from the looters.

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To be honest, as I have thought about this more, I don't know how much value it would add to the game. What's the point? What gameplay element does it add?

Shared storage and repairs for deep space explorers and prospectors. Pirate lairs. Mining outpost (automatic mining units gather ore to collect and sell). Research outpost (gathers data much like a deployment of automatic mining units gathers ore). Moreover it adds those persistent and logical POI that everybody feels is lacking.
 
The ability to rent/buy space on a station would be better - house your ships, stockpile cargo (wait for better prices) ammo, etc. Would add a bit more "role playing" - isn't that what this game is about? No "story" so let us make our own?
 
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.
This I don't understand.
You can always be the lone pilot, even if others get to build their bases and such.

Especially since the update "Wings" seems to directly disprove the statement. But more over Elite Dangerous was NEVER about being a lone pilot, ELITE was, but that was because of limitations in technology and lack of the wonderful invention called the internet. Elite Dangerous has ALWAYs been about interaction with other players, otherwise WHY MAKE A MULTIPLAYER MODE??

On Topic: Yes I would love to see player housing, course that would require the more established collaborative structure called *oh my* *guilds* to be effective. I'm sure the Fdevs will call it what fits with the game, Organization or Minor Faction or something.

However I would also like to see related but not dependent, the ability to store things in stations whether your a member of a guild or not, I mean we are quickly going to run into issues when the rest of the loot system comes out. I mean if we have to pay some rent for storage, as long as it doesn't get to crazy I guess I could be down with that.

What this game needs are some basic pillars of structure to go to the next level:

-CMDR-CMDR Trading (Either station only, or station AND Space/Ground)
-Full Loot system (meaning ability to find salvageable/repairable ship modules that you can load/repair and use for later.)
-Station/Settlement Storage (a place to put all your loot.)
-"Guild" System (a more formalized and permanent establishment for cooperative players, complete with ability for guild housing/storage)
-WoS/Sh (Walking on Stations/Ships, to move and interact with PCs and NPCs in this space.)
-Ship Interiors w/Customization options (Similar but lower scale then station housing, a player or small group of players should feel as the single ship is their home as much as others would consider a station.)
-EVA (For more upclose and personal exploration, as well as tasks that can be performed, such as ship repairs of things that normally aren't repairable, IE Hull, Canopy, Modules, Ship Integrity, Etc. Players should be able to keep their ships in tip top shape (same as a station) as long as they stop to do the work. I mean Scotty was able to keep the Enterprise running for years between star base visits.)


.....and I'm spent.
 
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I like all of your points, and I think a lot of them very well may come to fruition. I'm just not sure about guilds. I'd have to see how they are implemented before I could comment, I guess. I just think the p2p structure with the small instance sizes doesn't lend itself to guild play very well. And we've seen that they have no inclination to do much about comms, and why have support for in-game guilds without a dedicated in-game guild channel? Not saying I'm opposed to the idea, but I just don't know how well it fits this game.

Another option might be to allow players to join the NPC minor factions that are in-game. Sort of like the NPC corps in EVE. That way you can at least feel like you're a part of something and can work with other players to work the BGS, but then again you'd be without the effective comms and still at mercy of the small instances. I guess the one benefit would be that you wouldn't have some :):):):):) kicking people from the guild for not having the uber ships. But yeah, hard to see right now how well guilds would fit in the game without a bunch of changes to support them, the most important part being shared storage and modern MMO comms.
 
You know what, after exploring the bazillions of planets in this game that we can now land on and seeing all the EMPTY space... I've changed my mind. I don't see why we can't have bases on planets at least, tons of room and could be run (but the instance issue would made it rough).
 
Being able to make mining colonies that are able to be destroyed by other players is the absolute BEST idea I have ever heard of!

Making your own starport, financing it yourself, deciding what it can have, that would make me play the game even more! And space is so big and there are so many planets, that it's not like you'll be finding other players bases that often.

Please incorporate this into your game.
 
Just been building a base in ARK again with my friend, and its amazing how fun it is. Well, at least until it gets raided :p Not 1 base is the same, and depending on where and how you build, the game refreshes itself every time. Base building is a great idea in E.D, but Frontier needs to see if its doable and fits the game engine. I would settle for a deployable mining facility or synthesizing collector of some sort to begin with. Let loose a automated SRV of some kind and let it search on the surface of a planet for materials and cargo. It collects stuff and returns it to a modular hub/base you have set up on a planet/moon.
 
Would be good to be able to purchase storage areas on existing bases but cannot ever see player owned bases.
Imagine some of the silly commodity prices people would charge to make their friends incredibly wealthy immediately if they were allowed their own markets.
 
Mining platforms and the like would be good.

But really all I'd want, once walking around in ships is possible, to have my quarters on the ship that I can decorate with medals, achievements (e.g. ranks), etc.
 
Would be good to be able to purchase storage areas on existing bases but cannot ever see player owned bases.
Imagine some of the silly commodity prices people would charge to make their friends incredibly wealthy immediately if they were allowed their own markets.

Why would you assume a commodity market would be CMDR controlled? Just because a market is close, doesn't mean it would stock some special mungbean at 11 trillion a ton. :)

Most games that add this, effectively utilise the same mechanic as every other market, have similar prices, and offer repair or whatever in the exact same manner as existing. Thus, we could gain access to a market or ship yard, but the prices would still be set by Frontier, the BGS and or any faction the system is controlled by.

The only real difference, then, is instead of the station or base being faction controlled, it would be player controlled.
 
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