I like this idea. But as a starter, I would be satisfied if we could just establish orbital stations. Like move a carrier to an empty system, convert it to an orbital station (you would no longer use it as a carrier then), it starts as a simple station, and by delivering material, we would convert it to a full orbital station, add station services, and maintain it. If not maintained, or economics don't play out, that station would slowly degrade to an abandoned station, and finally decompose into debris.
It sounds neat, but I'm worried you'd get players like Josh from Let's Game It Out that would create horrifically beautiful monster bases that would cause other people to lag, or even crash, when you land on a planet with their base on it.
Right up front, I'm an outlier. I don't do the on-foot stuff, nor do I care anything about spacelegs or ship interiors. I also don't have anything to do with carriers--yet another useless feature. All I see is abandoned carriers polluting the galaxy. I just can't see any value in adding yet another glut of abandoned bases all over the place.
What would be good is for abandoned carriers, and bases if they do come, to be sites for looting and the like. Exploring an abandoned player base, hacking doors, looting etc could be a use for such assets.
I'm with you - exactly. The game has gone in directions that I personally don't like much. But at least I can still play my original game which is to fly my spaceship. I do missions, some mining on occasion, explore some, community goals when they suit, etc. There is plenty to do. There are no goals, no end game - it's a sandpit, right? What I want is for FD to develop a neat mission system. Perhaps write some plugins that provide new mission systems, or perhaps handwritten ones like quests or something that are complex and interesting. I personally think that the whole mission system is more aligned with the original concept than any of the addons we have seen. It's a gold mine just waiting to be opened in my view.
Basebuilding... Be careful what you wish for! As soon as you build a base, it will become a burden. It needs maintenance, and whatever. This will rapidly turn the game into a chore, rather than some relaxing fun. If that's OK, then go for it! I imagine that many Elite players have played Discovery Freelancer at some point. When they introduced the base building mechanics there, it basically killed every activity that wasn't Hauling-building-materials or Hauling-maintenance-materials. If you didn't maintain your base, it died, and there were no refunds or rebuys of any kind. There was also the fact that other players could destroy these bases, which lead to a lot of grief. Since then, there have been several measures taken to balance things. When the novelty of owning your own base went away, people started to think: "What now? What's the point of building a base?" There has to be a benefit to it all, so the abilty to build special modules for ships was added. This, naturally, lead to players being more or less forced to have access to their own base or some other co-operated base. And again, you had to Haul-materials-for-Special-modules. Player owned bases have a very high risk of shifting focus from what the game has always been, into something else. Players who don't particularly enjoy the "new focus", may very well get tired of it and move on to other games. At the same time, it's possible to attract new players, but will they stay? There are a lot of aspects to take into consideration about bases. Why would another player want to land on my base? Does my base have access to unique technology that other players want to get their hands on? Why doesn't all players have access to this technology? What makes me so special? With all that said... Let me offer my thoughts on what could be a possible thing: Capital ships, and the possibilty of Fleet battles! Wouldn't that be something!?
I think that if they introduced ground bases, they would be as "empty" as fleet carriers and would serve as a warehouse... Frontier has so many opportunities to develop what already exists, because unfortunately I think the bases would be just a shell. ...
I think there will never be any custom base in Elite Dangerous, for technical reasons. It's not about rendering at all. What do you see in Elite's Cobra engine ? Procedurally generated but *not persistent* places. Eg when you go far from a pre built (a huge 3D model) place, it resets back to what's procedurally generated. Same if you switch flight mode, same if you change play mode. Entities are *not persistent*. Statuses, items, nothing persists or is individually stored in databases. (allowing instance grinding) So when you look at Elite's World, what is really persistent ? Places where there is at east one player to "lock" it. Things (even systems) individually placed in the engine by devs, simple parameters describing default statuses for FCs (position and services), Zillions of parameters needed to create the galaxy in a deterministic way. While adding reflections I already had to write this comment, I'm wondering if the galaxy isn't completely recreated each time there's a big server update. It would explain the needed time for patching. So unlike solo games, E: D doesn't seem to be able to have custom places. Because they would have to be persistent, stored in servers, and across modes. The numerous implications to the gameplay would be huge, really huge, you talked about some of them. So I don't believe we'll have custom settlements. Something we might be able to have is renamed settlements. Like player sub factions are just renamed in-game procedural sub factions, we might get player sub faction settlements but with no passive income. I read somewhere FD doesn't want that.
Years ago I thought base building would be a great addition. You'd pick a spot and, in addition to spending money, you'd need to haul materials out to the build site to finish construction. And players could set prices to pay other players to haul all that material, adding the prices to EDDB so other players would be able to find these new, high-paying, cargo runs. And as players build up their bases, they'd be able to generate materials for other players to use to build or upgrade their bases nearby. So, one players extraction base would feed another players refinery base, which would feed a third players industrial base. And you'd need an agricultural base to feed all the workers nearby. You could create an entire player-based economy anywhere in the galaxy which even new players could participate in. Instead, we got a first-person shooter.
OOW, I like this, but it could be a little complex to prevent exploits, cause you know as well as I people would exploit. But!, it would help against base raiding ( hate base raiding!), because of the joint venture with 3-4 different people! This is a hell of an idea!
I like how your fantasy still requires a third party website to function because you know FDEV would never give us the convenience of an in-game tool like that
I'd say that base building would certainly be an interesting addition to the game. I think I would welcome the ability for players across all modes to be able to raid the base, but only if it does not negatively affect the owning player, nor the base's operations (should it have any). I feel like those two things could be completely transparent to one another, or perhaps only affect BGS stats and not the player directly. While I'd love to see base building in ways like No Man's Sky, I'm going to suspect that we'll have pre-fabricated buildings to choose between, each of which carry different stats. Would enjoy being able to place buildings manually so that we get some unique layouts, since Odyssey settlements seem really samey after a while.
Excellent topic, Ricardo! The game engine and mechanics are fine and the basis of both are already done. Just take a look at Frontier's zoo and dinosaur games and you'll see base-building that works great. Those games also have something ED can use: green trees and grass, blue skies and puffy white clouds, rolling hills with wind-swaying trees that end in a river or other body of water. None of these assets would be new to the Cobra engine as they exist in other games of theirs. Base building does not have to be Minecraft-like where you push blocks together and break the realism of Elite. We haul materials to the base site, pay our dues or whatever, and the base gets built by Pilots Federation drones over Thursday's galaxy maintenance. When you log back in after the tick, your base is there. I'm down for some Arx to buy an early release base.
I'd say modular bases need to be invincible on par with current bases. Bases can still be messed with, but cannot be destroyed or have materials stolen. Maybe they could be placed in unpopulated systems to allow power play 2.0 to factions to grow into deep space, but like you said, they cannot be placed with 20lys of any systems with POIs. If bases allow for automated resource gathering, limit that to 20lys from the system, but I'm on the fence if other players should be able to disrupt that. I want to set up a base in the middle of nowhere and just enjoy having it and maintaining it, without getting into having to actively defending it, especially if I spend a lot of time running around the galaxy, like I do.
If we do get base building, I would want Orbital building as well. I may be alone in this but to me, it would be very lofi comfy having my own cobbled together outpost junkyard floating in some backwater system that others could land at and walk around.
Most people complain about carrier upkeep, let alone bases. It would just litter the galaxy same as fleet carriers, sorry I respectfully disagree. Don’t get me wrong, it would good. However I think more new mission types and perhaps even a story of sorts that draws everyone together. Like monthly attacks from the goids or something, new community goals with worthwhile rewards. Perhaps even a new weapon types, just throwing ideas out
I'd love to have a base, if just to be able to park all my ships together somewhere and select which one to fly from on foot - something more fun than just picking it from a list. ...But I don't think I'd take the risk of attack; so if bases can be destroyed I'd pass. I don't care for combat; I'm just here to explore.
I would love my own base, including random npc landing and stuff. But i guess it will be something like Guilds/Faction by players, to play into the 2.0 faction mechanics and you can expand your own territory.
If it is base building I AM RETURNING to the game!!! Years ago i was proposing this idea because it is best way to colonize the galaxy! but it shouldnt be limited to bubble, you could be able to build it anywhere in the galaxy, it will open the game to creations of the players and many new ways of play will unfold. And please no limit of number of bases, I see comments saying that Fleet Carriers are already base building, but you can only have one FC at a time, you dont have a home, when you need an operation you have to move your FC, you cannot leave your FC all the time on the other side of the galaxy, you cannot provide persistant services to other players with it. Therefore base building shall be different in that way, and provide more flexibility, to be able to open up colonization of all galaxy (How much of the galaxy is still not discovered? This will open up a new era for the game..)
I was thinking about this about a week ago. I'm not entirely sure if we get basebuilding, we'd be getting it in the way the players would want. I know there were things in the files found that eluded to cosmetics being able to be applied. But I think it's going to be more like the ability to add settlements to planets based off of the already existing layouts. Not being owned by the player. More like tied into the new powerplay. Even if it is player owned, I highly doubt it'll be that customizeable. I'd still bank on being the same cookie cutter layouts that already exist.
base building is pointless, this is why fleet carriers came out. so you build your base, then what? space is big, really big so you sit alone at your base and do what? perhaps out in black building bases for players to find and use but in the bubble i see no point
I sure hope it’s a more expansive and detailed feature that delivers on past promises. Elite is tarnished by the studios empty promises and won’t be redeemed until they make good on that.
Base building would bring many pluses to the game. Having said that how is maintenance, can the base be destroyed, will it be insured, will it be be in game when the player isn't and can you dismantle the base if you want. These are questions that the DEV's have to answer. Base building and a player run economy as in if you buy a ship a player made it ammo player makes it. This opens up all kinds of game play But will the game engine handle this.
Whether surface or orbital station building, it should be part of the player owned factions that take significant coordination and supply gathering to upgrade eventually to a Orbis level (increasing pop and available services in the system).
why not. every expansion in game is good. if we get base buildings, later we can get something more. at least something is going on in game whatever it is
@@RicardosGaming I think making it player based would mean endless partially built bases everywhere... Carriers being player based made them become a plague across the universe.. but it could be good
There's been rumors for years that frontier is going to destroy the bubble with the thargoid war, and have players explore and build bases as new bubbles around the galaxy.
we win against this wave of Titans, realize this isn't even their military and then they send the REAL thargoid military and we get pushed to Colonia. Would be really cool imo. 10 year plan is over and it'd be along the lines of other MMO's getting a world reset event to usher in a new expansion or a new roadmap in Elites case.
@DubStepTomatoFarmer I never said they were gonna blow up the planets themselves lol just that humanity may be forced to retreat...heck some of the higher ups already have those contingency plans...don't wanna spoil it for you but you can do your own research there.
I can't wait to need to grind an all new set of materials that take ages to acquire to improve my base turret from lvl1 to lvl2 only for it to be useless against players anyway.
I genuinely cant imagine frontier doing a good job of base building mechanics. At best it will be clunky modular building pieces with little game assets to play with. Just look at the current ingame structures, they are already just a handful of assets rearranged leaving everything feeling kind of samey. Even dedicated sandbox builders can struggle to get this right so Fdev have no hope of making something good out of this. Which is sad because I love this game but all the devs seem to care about is releasing new "features" rather than making these releases any good.
@@Sighman I've not played but Ive seen it and it looks great. I have no doubt they could make great base building mechanics if they tried, they just won't bother making great base building. Like everything in elite it feels like they could have done a good job they just choose to half ass it instead. They clearly have the ability to make great assets but everything is kinda lazily done
Things I think of that could add more fun into Elite: The ability to actually build a base, individual building placements and all. I would hate to have to choose from a small list of cookie cut outposts. But also, I kinda feel like a base will be just another weekly expense that sits around doing nothing except what carriers already do. Hopefully they would provide new mission opportunities at the least? Dropping a mining farm on a planet that you can come back to periodically to collect commodities and Raw engineering materials. (We've all seen the NPC laser Mining Farms when driving around with an SRV) Orbital Salvage fields where actual modules can be salvaged from ships (Kickstarter goal reference here) or maybe just the ability to drop in on USS's and do the same? Imagine finding a combat aftermath where you salvage a prismatic shield generator, imperial hammers or various other expensive and/or hard to obtain modules. Custom racetracks with custom player set rewards. SRV and ships. Though ultimately an endgame idea: The ability for players to host small community goals or provide missions? Personally Im sitting on billions of credits that Ill never be able to spend. Let me do something with it that would enable me to give to others in exchange for missions.
I love that idea of salvaging actual modules from destroyed ships. That would be so cool. Then you could either sell the module for credits, salvage it for material or install in into your ship.
if base building is a thing would be nice to set up a coms system to seel data. i like to seell my discoverys by sending it back to the bubble via wireless tech that should of been created in this futuristic game. would be cool to walk around ships to help keep it immersive, craft the items you need instead of doing it from the pilots seat.
Enhancing the ship's interior with the ability to upgrade module classes would be beneficial. Add significant more depth to the missions. Additionally, salvaging more items from wreckage with tools like the gas cutter would be a great improvement. Wrecks of today just consists of props. Give us the ability to use a gas cutter to open those containers.
Can't just be basebuildikg so we have a person space though. These bases need to be able to produce credits or materials to keep us playing. If we have to keep it running because it is profitable for me, then I would be playing more and longer to make sure said base is running optimal. If it's just a home, I'd get bored after building it and almost never go back
The technical challenges that base building brings might be a step too far for a heavily procedurally generated content game like ED. They would have to add a whole new persistence layer on top of the procedural game engine. This is not a simple/cheap endeavor. With a low player count, the server costs for such a system might not be economically viable.
Base Building doesn't do it for me. We have Carriers for that. But I think it fits in with the new Power Play 2.0. Personally I want ship interiors more than anything
It would be very Fdev to ignore the want for ship interiors just to roll out base building instead. I have home stations for that. Others have fleet carriers. Base building, like FPS, really isn't needed imo.
I'd say just make like a mini fleet carrier intended for solo players that only appears in private group or solo mode. Unfortunately even I can see at least a dozen problems that could introduce, and I am they type who'd use that feature since I never touch Open mode.
Not if FDEV go 'Modular' or 'Template' for Cmdr bases. For 'Template' see the 28 different types we already have in-game (Wanna buy a refinery? Pick one!). Possibly 'Modular' - "Pick a Cmd centre. Place it. Rotate it. Now pick a Hab. Place it. Rotate it" kinda thing. I don't think they'd go down the route of "Place this type of door here, rotate by 27 degrees. Now raise by 2 meters" kinda detail that their other CMS games do.
Do you really think they'd take that idea on, it's a lot of work. Probably focus on things that you can tick off on a list, like when you release a ship it's done, put it out there for some quick arx, make some paint jobs and kits for it. If they can do something more people will get involved with, like say, decorating the interior of a ship, something everybody engages in because we all use ships, then that would make more sense. Personally I'd rather they make the existing things more immersive, like when you take a passenger mission to see an ice geyser there's actually one there rather than a damn beacon lol. They can't charge arx for that though, so unlikely.
It should be considerably smaller than carrier's tho'. Typical Odyssey base is the size of a type-10 plus landingpads. A carrier is a behemot that's capable of hyperjump and carrying whole fleet of Type-10s.
Interesting that they've removed power regulators as a useful resource for suit upgrades. Maybe less incentive to go shutting down player bases in the future???
Absolutely useless feature, that would 99% of players would be bored after 15 mins at it, and devs are aware of that(same for ship interiors). The remain 1% would probly make some nice things out of it, but lets get real there... Elite needs definetly something else than this. Check FC's... These things are closest to what is in game to have "own base" and I have yet see an cmdr, who would happly spend hours at thier FC, staring at what... bartender or thier office... pretending thats thier "home" or whatever.. Get real cmdrs.
Procedural Generation? If FDEV go 'Modular' or 'Template' with Cmdr bases, then not so much server strain? I'm no designer/developer/coder/etc. but seems logical? 🤷
I’d honestly rather see an upgrade to system security to bring more players into open. Squadrons of eagles and vipers patrolling the flight paths between stars and major orbitals to keep trade lanes clear as well as security responders to piracy attempts in those systems. There’s zero chance a major power would allow a pirate to run around in their seat of power for more than 5 minutes without killing or running them off. I'm a Cutter driver so ganking isn’t really a thing for me but the new player in the Type 7, trying to get started needs some protection, especially in highly developed systems. FDEV is doing the right things to lower the barrier to entry for ED. They need to keep going if they want to grow the game again.
@ jarekstorm6331 I did once upon a time. Almost everyone started in solo because you don’t know what you’re doing. Especially with something like ED where the learning curve is straight up.
I like that idea, base building out in the black selling tritium for explorers what about selling your old engineered modules etc. to players in-game ❤
I would LOVE if I could build a research and mining outpost well outside the bubble. Something that, say, regularly mines Tritium and makes it available for sale.
I see a problem with base building. My carrier cost 35 mil per week in upkeep. A player base would probably cost much more and place the player in a position of indentured servitude.
Then pick one or the other? Free to roam the stars or 'stuck' on the surface? I forsee a balance where a planet base may generate enough income to support an FC. It will be (currently) end-game play, though. 👍
I disagree. Think of the size of fleet carriers. They’re several times larger than even the biggest settlements. And they fly through space at thousands of LY per second. Whereas a player owned base would probably be around the size of an odyssey settlement. And it just sits there on a planet. No hyperdrive to upkeep.
In all the years I've been playing Elite, they've yet to manage decent enough instancing to be able to consistently run missions with my friends. We tried to do a single mission a couple weeks ago and it was a freaking fiasco just trying to stay instanced, much less successfully share and complete the mission. We ended up rage-quitting after about an hour of trying to have "fun." Until they can fix that, I see all of this as just single-player stuff done better elsewhere. Also, if it's base building then I fully expect them to try to tether us to our games by "degrading" our bases over time so we have to log on and grind materials for repairs and upkeep. I have a salaried, full-time gig; I'm already slaved to a keyboard and I don't want to be there in my "entertainment" as well.
Odd, because Ricardo, myself and several others have been teaming up for beef and shenanigans for years now with few issues. Do you have port forwarding set up correctly? The game is peer to peer, and if it can't make a connection via your router it uses a backup system which is slower and less reliable.
@@Sighman Aww man, I WISH! We've been able to play well off and on over the years, but it's mostly been a disappointment. We play on either side of the Atlantic, though, so that might be part of the problem.
There is so much real estate in the game why not have base building if the engine and databases can handle it. As long as it has good benefits and is an actual credit sink, LETS GOOOO!
They could model certain things after Warframe's dojo and clan systems to help monetize -generate money- from some cosmetic (unnecessary) things in game. Warframe has been excellent at engaging with the community and it has shown great benefit to all. Allow player groups to design and implement their own emblem or logo in the game for a small fee. That will become a decal for your ship and also displays at your personally built bases and any your faction control in the bubble thru Powerplay. Display them prominently at landing pads and hanger bays for all to see. Stroke our egos. Get paid. I think I paid WF $10 to upload my clan design I made. Not much cost, but adds alot of personal connection. Bases will most likely be a choice from the 25 or so variations we have and should each have a certain resource(s) requirement plus credit cost plus including distance from Outpost Store. Lots of ideas how this can all work for everybody and make some extra income from vanity stuff (cosmetics). Good devs listen and do whatever they can to include what their customers (us) want. Making sense makes dollars.
I think basebuilding is a likely candidate for that "new feature". The assets already exist. It can start out simple, to test the player's reactions to the feature. If received well, they could add more functionality later. And if they sell cosmetics it could also be another revenue stream. On the other hand: If they do start out simple, players will inevitably complain, that it's a missed opportunity, halfhearted, lazy cashgrab, unfinished, not enough and EVEN MORE GRINDY! OHHHTHEGRINDENDME! The biggest advantage I can see with basebuilding is, that you can be present in the game, even when you're offline. We already have that with fleet carriers, but it is very limited. And you have to manage the buy- and sell orders of your carrier manually. A base could spawn missions, provide services, act as an invitation, be a community hub, enhance the immersive experience or offer alternative ways to play current existing game loops. And it's just cool!
Interiors for God's sake. Building bases is not conducive to the way the game has been built from the nuts-and-bolts perspective. Ships were designed to incorporate their own interiors for the sake of immersion despite not being physically explorable - it's the implication that they are there, otherwise ships would have similar designs to those of NMS, or some other less-believable space exploration game. I can't believe people are sitting talking about customization for base building in game where one cannot build structures, but one can fly several massive ships lol.
I don't think it can be done with this engine, If you've own a fleet carrier, you understand about desyncing, sometimes after a jump your characters are slightly embedded or off center from their seats or The elevator not centered. Now imagine the frequent movement of a ship, to me, interiors are unnecessary with this game. They need is more to do for exploring like thicker atmospheric landings, extreme weather high pressure systems that would require special Shields in order to make it to the surface in order to gather unknown elements, not on the periodic chart. Something very valuable and useful and extremely rare. Not like no man's sky where every other planet is littered with life, certain types of elements should be only under perfect conditions, meaning more rare than earth-like worlds in the Galaxy. That would bring value to a planet that you find that is suitable.
I agree 100%. This is the only direction I would ever get behind with Elite. Legs are pointless without interiors. The game will never have a resurgence without FDev making good on empty promises.
I like the idea, but there are some hurdles. How large, and customizable, would ship interiors be? Would things like optional and core internals be visible in the ship? What about things like passenger cabins? Under what circumstances could you get out of the chair and walk around? It’d probably be limited to when your ship is landed, because having the interior fully rendered at all times while you are flying might be very taxing on the systems. There could be a loading screen between cockpit and interior, which would ease that burden, but would your ship still persist in the outside world? Then you have to keep that active, along with interactions with your ship while you’re not in seat. I’m not saying it’s a bad idea or that it couldn’t be done, but it’s a lot to consider.
@@lanceobe6801 You make a good point and it's one I have thought about a bit too - how will the player model remain attached without collision issues, especially so when multiple players / assets are in an instance etc. I would like to think that a fix can be found somewhere between somehow isolating the innards of the ship and having the same gravity feature in play on Stations for example Ships flip and move about around stations that 'rotate' while multiple player models can interact and head to a specific hangar etc. I also agree that the planet tech and the general aesthetics could be improved, though should the game live on long enough, that will have to be done just as a standard live service-related requirement to keep things up to date with competing video-game models. Also, I do enjoy the realistic desolation and loneliness the current models provide, basic effects like some of the ones you mentioned certainly could be well received.
@@Driftingsiax This is certainly a fun thought exercise, but I suppose the first things to nail down would be necessities - what sort of rooms should all ships have (i.e. Pilot quarters, Airlock access, storage for weapons and armour within pilot quarters, engineering room where all modules can be viewed or interacted with etc.) and from here, questions like customization, and other facilities and features can come into play - imagine incorporating the passenger cabins - loads of possibilities to potential come of a dynamic such as this.
Why not? Because it’s an enormous waste of development time and resources for very little benefit. Cannot imagine anything more pointless. Give us ship interiors.
I think Base building is the one addition that would really push the game into a new level. It would provide the end-user with new gaming mechanics but also, potentially bridge existing gameplay mechanics such as trading. Imagine if they open the floor that NPC's can buy/sell independently (like you would see in games like X:Beyond the Frontier game franchise. It would really be in FDev's interest to introduce Base Building for all the reasons you mentioned Ricardo. Keeping my fingers, and toes, and eyes, and tongue and arms and everything else crossed!!!!!!!!!!!!!!!!
Way too over priced if there is a fuckin weekly or montly fee for upkeeping the base. It'll be another management disaster if there was a way to generate revenue and break even then sure :P.
@@FBI_Agent_ I agree upkeep should be around Carrier upkeep range. Or even change it up a bit. maybe supplies like food and tech could be the "upkeep".
No reason they canrt have an addon to the game where it allows you to build on a 5km x 5km patch of land just like in the planet coaster and zoo building software its just a question of getting a snapshot of the land you want and blending it into the game
Looking at the numbers i dont think ED has the playerbase/income to fund such development in a practical and fulfilling way. With a little over 2000 daily it just doesnt make sense. FDEV couldnt even do ship interiors so i highly doubt their engine is capable of bases. They even said they cant do much more due to software limitations. A better idea would be for them to listen to their playerbase and their wants and needs and implement THOSE ideas. May i suggest ship sales?
@@leodolterf The player base does not know what they want. VR is what it is, console is never coming back. Ship interiors is a whole ball of hell they would need to unwind. They have already started selling ships. Me personally, I would like to see station interior expansion with station-based missions and more land able planet types.
I like this idea. But as a starter, I would be satisfied if we could just establish orbital stations. Like move a carrier to an empty system, convert it to an orbital station (you would no longer use it as a carrier then), it starts as a simple station, and by delivering material, we would convert it to a full orbital station, add station services, and maintain it. If not maintained, or economics don't play out, that station would slowly degrade to an abandoned station, and finally decompose into debris.
It sounds neat, but I'm worried you'd get players like Josh from Let's Game It Out that would create horrifically beautiful monster bases that would cause other people to lag, or even crash, when you land on a planet with their base on it.
Right up front, I'm an outlier. I don't do the on-foot stuff, nor do I care anything about spacelegs or ship interiors. I also don't have anything to do with carriers--yet another useless feature. All I see is abandoned carriers polluting the galaxy. I just can't see any value in adding yet another glut of abandoned bases all over the place.
What would be good is for abandoned carriers, and bases if they do come, to be sites for looting and the like. Exploring an abandoned player base, hacking doors, looting etc could be a use for such assets.
No disrespect but why do u play lol im balling 32 billion fc 4 g5 fully outfitted suits all guns g5 i love an an would love base building 🎉
I'm with you - exactly. The game has gone in directions that I personally don't like much. But at least I can still play my original game which is to fly my spaceship. I do missions, some mining on occasion, explore some, community goals when they suit, etc. There is plenty to do. There are no goals, no end game - it's a sandpit, right? What I want is for FD to develop a neat mission system. Perhaps write some plugins that provide new mission systems, or perhaps handwritten ones like quests or something that are complex and interesting. I personally think that the whole mission system is more aligned with the original concept than any of the addons we have seen. It's a gold mine just waiting to be opened in my view.
#1 Ship interior
#2 VR in Odyssey
#3 Better planet generations
#4 Story/lore
#5 Base Building
Basebuilding... Be careful what you wish for! As soon as you build a base, it will become a burden. It needs maintenance, and whatever. This will rapidly turn the game into a chore, rather than some relaxing fun. If that's OK, then go for it! I imagine that many Elite players have played Discovery Freelancer at some point. When they introduced the base building mechanics there, it basically killed every activity that wasn't Hauling-building-materials or Hauling-maintenance-materials. If you didn't maintain your base, it died, and there were no refunds or rebuys of any kind. There was also the fact that other players could destroy these bases, which lead to a lot of grief. Since then, there have been several measures taken to balance things.
When the novelty of owning your own base went away, people started to think: "What now? What's the point of building a base?" There has to be a benefit to it all, so the abilty to build special modules for ships was added. This, naturally, lead to players being more or less forced to have access to their own base or some other co-operated base. And again, you had to Haul-materials-for-Special-modules.
Player owned bases have a very high risk of shifting focus from what the game has always been, into something else. Players who don't particularly enjoy the "new focus", may very well get tired of it and move on to other games. At the same time, it's possible to attract new players, but will they stay?
There are a lot of aspects to take into consideration about bases. Why would another player want to land on my base? Does my base have access to unique technology that other players want to get their hands on? Why doesn't all players have access to this technology? What makes me so special?
With all that said... Let me offer my thoughts on what could be a possible thing: Capital ships, and the possibilty of Fleet battles! Wouldn't that be something!?
Same with a fleet carrier. But if a solo can maintain a 1,000hqm base a day in rust, this would be easy.
Would prefer personal carriers, ship interiors along with space walking before base building.
got to start somewhere
Fleet carriers already exist, they would just need an overhaul
I think that if they introduced ground bases, they would be as "empty" as fleet carriers and would serve as a warehouse... Frontier has so many opportunities to develop what already exists, because unfortunately I think the bases would be just a shell. ...
My 2 cents: Player run economy with manufacturing, research, development and delivery.
good idea
That worked well for EVE, but that would also essentially mean building the entire game of EVE, WITHIN the game of Elite Dangerous.
@@Driftingsiax the bones for it are there
I think there will never be any custom base in Elite Dangerous, for technical reasons. It's not about rendering at all. What do you see in Elite's Cobra engine ? Procedurally generated but *not persistent* places. Eg when you go far from a pre built (a huge 3D model) place, it resets back to what's procedurally generated. Same if you switch flight mode, same if you change play mode. Entities are *not persistent*. Statuses, items, nothing persists or is individually stored in databases. (allowing instance grinding) So when you look at Elite's World, what is really persistent ? Places where there is at east one player to "lock" it. Things (even systems) individually placed in the engine by devs, simple parameters describing default statuses for FCs (position and services), Zillions of parameters needed to create the galaxy in a deterministic way. While adding reflections I already had to write this comment, I'm wondering if the galaxy isn't completely recreated each time there's a big server update. It would explain the needed time for patching. So unlike solo games, E: D doesn't seem to be able to have custom places. Because they would have to be persistent, stored in servers, and across modes. The numerous implications to the gameplay would be huge, really huge, you talked about some of them. So I don't believe we'll have custom settlements. Something we might be able to have is renamed settlements. Like player sub factions are just renamed in-game procedural sub factions, we might get player sub faction settlements but with no passive income. I read somewhere FD doesn't want that.
base building along with survival/crafting mechanics would be really neat
oh trust me its elite they will def do it. no questions on that. we already to engineer literally everything in the game.
Years ago I thought base building would be a great addition. You'd pick a spot and, in addition to spending money, you'd need to haul materials out to the build site to finish construction. And players could set prices to pay other players to haul all that material, adding the prices to EDDB so other players would be able to find these new, high-paying, cargo runs. And as players build up their bases, they'd be able to generate materials for other players to use to build or upgrade their bases nearby. So, one players extraction base would feed another players refinery base, which would feed a third players industrial base. And you'd need an agricultural base to feed all the workers nearby. You could create an entire player-based economy anywhere in the galaxy which even new players could participate in.
Instead, we got a first-person shooter.
OOW, I like this, but it could be a little complex to prevent exploits, cause you know as well as I people would exploit. But!, it would help against base raiding ( hate base raiding!), because of the joint venture with 3-4 different people! This is a hell of an idea!
@@the4thj it would have to be done right - goes with out saying - would be great
I like how your fantasy still requires a third party website to function because you know FDEV would never give us the convenience of an in-game tool like that
I'd say that base building would certainly be an interesting addition to the game. I think I would welcome the ability for players across all modes to be able to raid the base, but only if it does not negatively affect the owning player, nor the base's operations (should it have any). I feel like those two things could be completely transparent to one another, or perhaps only affect BGS stats and not the player directly.
While I'd love to see base building in ways like No Man's Sky, I'm going to suspect that we'll have pre-fabricated buildings to choose between, each of which carry different stats. Would enjoy being able to place buildings manually so that we get some unique layouts, since Odyssey settlements seem really samey after a while.
Excellent topic, Ricardo!
The game engine and mechanics are fine and the basis of both are already done. Just take a look at Frontier's zoo and dinosaur games and you'll see base-building that works great. Those games also have something ED can use: green trees and grass, blue skies and puffy white clouds, rolling hills with wind-swaying trees that end in a river or other body of water. None of these assets would be new to the Cobra engine as they exist in other games of theirs.
Base building does not have to be Minecraft-like where you push blocks together and break the realism of Elite. We haul materials to the base site, pay our dues or whatever, and the base gets built by Pilots Federation drones over Thursday's galaxy maintenance. When you log back in after the tick, your base is there.
I'm down for some Arx to buy an early release base.
@@JRo250 me too
I'd say modular bases need to be invincible on par with current bases. Bases can still be messed with, but cannot be destroyed or have materials stolen. Maybe they could be placed in unpopulated systems to allow power play 2.0 to factions to grow into deep space, but like you said, they cannot be placed with 20lys of any systems with POIs. If bases allow for automated resource gathering, limit that to 20lys from the system, but I'm on the fence if other players should be able to disrupt that. I want to set up a base in the middle of nowhere and just enjoy having it and maintaining it, without getting into having to actively defending it, especially if I spend a lot of time running around the galaxy, like I do.
If we do get base building, I would want Orbital building as well. I may be alone in this but to me, it would be very lofi comfy having my own cobbled together outpost junkyard floating in some backwater system that others could land at and walk around.
Most people complain about carrier upkeep, let alone bases. It would just litter the galaxy same as fleet carriers, sorry I respectfully disagree.
Don’t get me wrong, it would good. However I think more new mission types and perhaps even a story of sorts that draws everyone together. Like monthly attacks from the goids or something, new community goals with worthwhile rewards.
Perhaps even a new weapon types, just throwing ideas out
I'd love to have a base, if just to be able to park all my ships together somewhere and select which one to fly from on foot - something more fun than just picking it from a list.
...But I don't think I'd take the risk of attack; so if bases can be destroyed I'd pass. I don't care for combat; I'm just here to explore.
Just imagine players coming together to work on a city planet like coruscant 😲
I wouldn’t mind my own orbital station. A little one, out in the deep black helping CMDRs getting to Beagle Point etc
I would love my own base, including random npc landing and stuff.
But i guess it will be something like Guilds/Faction by players, to play into the 2.0 faction mechanics and you can expand your own territory.
If it is base building I AM RETURNING to the game!!! Years ago i was proposing this idea because it is best way to colonize the galaxy! but it shouldnt be limited to bubble, you could be able to build it anywhere in the galaxy, it will open the game to creations of the players and many new ways of play will unfold. And please no limit of number of bases, I see comments saying that Fleet Carriers are already base building, but you can only have one FC at a time, you dont have a home, when you need an operation you have to move your FC, you cannot leave your FC all the time on the other side of the galaxy, you cannot provide persistant services to other players with it. Therefore base building shall be different in that way, and provide more flexibility, to be able to open up colonization of all galaxy (How much of the galaxy is still not discovered? This will open up a new era for the game..)
I was thinking about this about a week ago. I'm not entirely sure if we get basebuilding, we'd be getting it in the way the players would want. I know there were things in the files found that eluded to cosmetics being able to be applied. But I think it's going to be more like the ability to add settlements to planets based off of the already existing layouts. Not being owned by the player. More like tied into the new powerplay. Even if it is player owned, I highly doubt it'll be that customizeable. I'd still bank on being the same cookie cutter layouts that already exist.
Base building together with a deeper faction/org/squadron system would be great. Connect that with Powerplay and it's a go.
base building is pointless, this is why fleet carriers came out. so you build your base, then what? space is big, really big so you sit alone at your base and do what? perhaps out in black building bases for players to find and use but in the bubble i see no point
I sure hope it’s a more expansive and detailed feature that delivers on past promises. Elite is tarnished by the studios empty promises and won’t be redeemed until they make good on that.
Base building would bring many pluses to the game. Having said that how is maintenance, can the base be destroyed, will it be insured, will it be be in game when the player isn't and can you dismantle the base if you want. These are questions that the DEV's have to answer. Base building and a player run economy as in if you buy a ship a player made it ammo player makes it. This opens up all kinds of game play But will the game engine handle this.
lots of questions needing answers - and that is if it is base building
Whether surface or orbital station building, it should be part of the player owned factions that take significant coordination and supply gathering to upgrade eventually to a Orbis level (increasing pop and available services in the system).
i’m tryna figure out why we don’t got mining drones or ai wing mates yet
I would LOVE base building! That would add so much more, and there are so many interesting places to build :)
Definitely!
why not. every expansion in game is good. if we get base buildings, later we can get something more. at least something is going on in game whatever it is
I'd be happy to have squadron orbital bases, one we can add to and maybe reach the coriolis level, on planet base building not so much. Not sure why!
I think it would reall y open up doors
@@RicardosGaming I think making it player based would mean endless partially built bases everywhere... Carriers being player based made them become a plague across the universe.. but it could be good
There's been rumors for years that frontier is going to destroy the bubble with the thargoid war, and have players explore and build bases as new bubbles around the galaxy.
That sounds pretty cool
we win against this wave of Titans, realize this isn't even their military and then they send the REAL thargoid military and we get pushed to Colonia. Would be really cool imo. 10 year plan is over and it'd be along the lines of other MMO's getting a world reset event to usher in a new expansion or a new roadmap in Elites case.
@@Taxi_Cab_ cool thought but that won’t happen. They wouldn’t let Sol “earth” get destroyed by thargoids.
@@Taxi_Cab_ I love it
@DubStepTomatoFarmer I never said they were gonna blow up the planets themselves lol just that humanity may be forced to retreat...heck some of the higher ups already have those contingency plans...don't wanna spoil it for you but you can do your own research there.
I can't wait to need to grind an all new set of materials that take ages to acquire to improve my base turret from lvl1 to lvl2 only for it to be useless against players anyway.
Why not add a ship that harvests gases from the gas planets as another commodity
Let's not go crazy, Frontier can't even make ship interiors, never mind player bases.
Merge ED with X4 for economics, and having your own space stations. Someplace to hang your hat.
I genuinely cant imagine frontier doing a good job of base building mechanics. At best it will be clunky modular building pieces with little game assets to play with. Just look at the current ingame structures, they are already just a handful of assets rearranged leaving everything feeling kind of samey. Even dedicated sandbox builders can struggle to get this right so Fdev have no hope of making something good out of this. Which is sad because I love this game but all the devs seem to care about is releasing new "features" rather than making these releases any good.
Have you seen Planet Coaster and its building system?
@@Sighman I've not played but Ive seen it and it looks great. I have no doubt they could make great base building mechanics if they tried, they just won't bother making great base building. Like everything in elite it feels like they could have done a good job they just choose to half ass it instead. They clearly have the ability to make great assets but everything is kinda lazily done
@@mpj531 they also have the micromanagement in F1
Every other game frontier makes is a base building style of gameplay.
@@DubStepTomatoFarmer I think it will be ok if it happens
Things I think of that could add more fun into Elite:
The ability to actually build a base, individual building placements and all. I would hate to have to choose from a small list of cookie cut outposts. But also, I kinda feel like a base will be just another weekly expense that sits around doing nothing except what carriers already do. Hopefully they would provide new mission opportunities at the least?
Dropping a mining farm on a planet that you can come back to periodically to collect commodities and Raw engineering materials. (We've all seen the NPC laser Mining Farms when driving around with an SRV)
Orbital Salvage fields where actual modules can be salvaged from ships (Kickstarter goal reference here) or maybe just the ability to drop in on USS's and do the same? Imagine finding a combat aftermath where you salvage a prismatic shield generator, imperial hammers or various other expensive and/or hard to obtain modules.
Custom racetracks with custom player set rewards. SRV and ships.
Though ultimately an endgame idea:
The ability for players to host small community goals or provide missions? Personally Im sitting on billions of credits that Ill never be able to spend. Let me do something with it that would enable me to give to others in exchange for missions.
I love that idea of salvaging actual modules from destroyed ships. That would be so cool. Then you could either sell the module for credits, salvage it for material or install in into your ship.
if base building is a thing would be nice to set up a coms system to seel data. i like to seell my discoverys by sending it back to the bubble via wireless tech that should of been created in this futuristic game. would be cool to walk around ships to help keep it immersive, craft the items you need instead of doing it from the pilots seat.
Enhancing the ship's interior with the ability to upgrade module classes would be beneficial.
Add significant more depth to the missions. Additionally, salvaging more items from wreckage with tools like the gas cutter would be a great improvement. Wrecks of today just consists of props. Give us the ability to use a gas cutter to open those containers.
Can't just be basebuildikg so we have a person space though. These bases need to be able to produce credits or materials to keep us playing. If we have to keep it running because it is profitable for me, then I would be playing more and longer to make sure said base is running optimal. If it's just a home, I'd get bored after building it and almost never go back
The technical challenges that base building brings might be a step too far for a heavily procedurally generated content game like ED. They would have to add a whole new persistence layer on top of the procedural game engine. This is not a simple/cheap endeavor. With a low player count, the server costs for such a system might not be economically viable.
Base Building doesn't do it for me. We have Carriers for that. But I think it fits in with the new Power Play 2.0.
Personally I want ship interiors more than anything
With base building we would be able to construct racing tracks for the srv and ships!
exactly
It would be very Fdev to ignore the want for ship interiors just to roll out base building instead. I have home stations for that. Others have fleet carriers. Base building, like FPS, really isn't needed imo.
I'd say just make like a mini fleet carrier intended for solo players that only appears in private group or solo mode. Unfortunately even I can see at least a dozen problems that could introduce, and I am they type who'd use that feature since I never touch Open mode.
I agree with the mini-carrier idea but I play mainly in open. 😎
Base building, a.k.a. Fleet Carriers.
I think we have a better chance of walking around inside our ships. 🤔
07 cmdr , why else do we still have building scematics in game....? I think your richt.. 😊
Base ownership perhaps but building would require to many controls and interfaces
Not if FDEV go 'Modular' or 'Template' for Cmdr bases. For 'Template' see the 28 different types we already have in-game (Wanna buy a refinery? Pick one!). Possibly 'Modular' - "Pick a Cmd centre. Place it. Rotate it. Now pick a Hab. Place it. Rotate it" kinda thing. I don't think they'd go down the route of "Place this type of door here, rotate by 27 degrees. Now raise by 2 meters" kinda detail that their other CMS games do.
@@darkheavyeight9431 maybe I just dont see it working
Do you really think they'd take that idea on, it's a lot of work. Probably focus on things that you can tick off on a list, like when you release a ship it's done, put it out there for some quick arx, make some paint jobs and kits for it. If they can do something more people will get involved with, like say, decorating the interior of a ship, something everybody engages in because we all use ships, then that would make more sense.
Personally I'd rather they make the existing things more immersive, like when you take a passenger mission to see an ice geyser there's actually one there rather than a damn beacon lol. They can't charge arx for that though, so unlikely.
Hmm weekly upkeep is the problem which I think will be there
It should be considerably smaller than carrier's tho'. Typical Odyssey base is the size of a type-10 plus landingpads. A carrier is a behemot that's capable of hyperjump and carrying whole fleet of Type-10s.
Interesting that they've removed power regulators as a useful resource for suit upgrades. Maybe less incentive to go shutting down player bases in the future???
Could be on
Absolutely useless feature, that would 99% of players would be bored after 15 mins at it, and devs are aware of that(same for ship interiors). The remain 1% would probly make some nice things out of it, but lets get real there... Elite needs definetly something else than this. Check FC's... These things are closest to what is in game to have "own base" and I have yet see an cmdr, who would happly spend hours at thier FC, staring at what... bartender or thier office... pretending thats thier "home" or whatever.. Get real cmdrs.
I want a base to create the biggest slave and drugs market in the galaxy!
I wouldn't mind it, but I just don't see it happening in this game.
in fact I loke more base building than ship interiors
Planet bases building or stations in deep space will be Great.
Been thinking this as well, o7 indeed (would love it if it isnt as bad a wallet suck as a carrier)
Server Capacity
true
Procedural Generation? If FDEV go 'Modular' or 'Template' with Cmdr bases, then not so much server strain? I'm no designer/developer/coder/etc. but seems logical? 🤷
I’d honestly rather see an upgrade to system security to bring more players into open. Squadrons of eagles and vipers patrolling the flight paths between stars and major orbitals to keep trade lanes clear as well as security responders to piracy attempts in those systems. There’s zero chance a major power would allow a pirate to run around in their seat of power for more than 5 minutes without killing or running them off.
I'm a Cutter driver so ganking isn’t really a thing for me but the new player in the Type 7, trying to get started needs some protection, especially in highly developed systems. FDEV is doing the right things to lower the barrier to entry for ED. They need to keep going if they want to grow the game again.
Nothing will bring people who play solo into open.
@ jarekstorm6331 I did once upon a time. Almost everyone started in solo because you don’t know what you’re doing. Especially with something like ED where the learning curve is straight up.
I like that idea, base building out in the black selling tritium for explorers what about selling your old engineered modules etc. to players in-game ❤
I would LOVE if I could build a research and mining outpost well outside the bubble. Something that, say, regularly mines Tritium and makes it available for sale.
how cool would it be?
Sandwich building would be better
I see a problem with base building. My carrier cost 35 mil per week in upkeep. A player base would probably cost much more and place the player in a position of indentured servitude.
It would not be cheap and players would have to be affluent
Then pick one or the other? Free to roam the stars or 'stuck' on the surface? I forsee a balance where a planet base may generate enough income to support an FC. It will be (currently) end-game play, though. 👍
I disagree. Think of the size of fleet carriers. They’re several times larger than even the biggest settlements. And they fly through space at thousands of LY per second. Whereas a player owned base would probably be around the size of an odyssey settlement. And it just sits there on a planet. No hyperdrive to upkeep.
In all the years I've been playing Elite, they've yet to manage decent enough instancing to be able to consistently run missions with my friends. We tried to do a single mission a couple weeks ago and it was a freaking fiasco just trying to stay instanced, much less successfully share and complete the mission. We ended up rage-quitting after about an hour of trying to have "fun."
Until they can fix that, I see all of this as just single-player stuff done better elsewhere. Also, if it's base building then I fully expect them to try to tether us to our games by "degrading" our bases over time so we have to log on and grind materials for repairs and upkeep. I have a salaried, full-time gig; I'm already slaved to a keyboard and I don't want to be there in my "entertainment" as well.
Odd, because Ricardo, myself and several others have been teaming up for beef and shenanigans for years now with few issues.
Do you have port forwarding set up correctly? The game is peer to peer, and if it can't make a connection via your router it uses a backup system which is slower and less reliable.
@@Sighman Aww man, I WISH! We've been able to play well off and on over the years, but it's mostly been a disappointment. We play on either side of the Atlantic, though, so that might be part of the problem.
There is so much real estate in the game why not have base building if the engine and databases can handle it. As long as it has good benefits and is an actual credit sink, LETS GOOOO!
They could model certain things after Warframe's dojo and clan systems to help monetize -generate money- from some cosmetic (unnecessary) things in game. Warframe has been excellent at engaging with the community and it has shown great benefit to all.
Allow player groups to design and implement their own emblem or logo in the game for a small fee. That will become a decal for your ship and also displays at your personally built bases and any your faction control in the bubble thru Powerplay. Display them prominently at landing pads and hanger bays for all to see. Stroke our egos. Get paid. I think I paid WF $10 to upload my clan design I made. Not much cost, but adds alot of personal connection.
Bases will most likely be a choice from the 25 or so variations we have and should each have a certain resource(s) requirement plus credit cost plus including distance from Outpost Store. Lots of ideas how this can all work for everybody and make some extra income from vanity stuff (cosmetics). Good devs listen and do whatever they can to include what their customers (us) want. Making sense makes dollars.
Not gonna lie, base building micro transactions would definitely suck up my money
I think basebuilding is a likely candidate for that "new feature". The assets already exist. It can start out simple, to test the player's reactions to the feature. If received well, they could add more functionality later. And if they sell cosmetics it could also be another revenue stream. On the other hand: If they do start out simple, players will inevitably complain, that it's a missed opportunity, halfhearted, lazy cashgrab, unfinished, not enough and EVEN MORE GRINDY! OHHHTHEGRINDENDME!
The biggest advantage I can see with basebuilding is, that you can be present in the game, even when you're offline. We already have that with fleet carriers, but it is very limited. And you have to manage the buy- and sell orders of your carrier manually. A base could spawn missions, provide services, act as an invitation, be a community hub, enhance the immersive experience or offer alternative ways to play current existing game loops. And it's just cool!
Interiors for God's sake. Building bases is not conducive to the way the game has been built from the nuts-and-bolts perspective. Ships were designed to incorporate their own interiors for the sake of immersion despite not being physically explorable - it's the implication that they are there, otherwise ships would have similar designs to those of NMS, or some other less-believable space exploration game. I can't believe people are sitting talking about customization for base building in game where one cannot build structures, but one can fly several massive ships lol.
I don't think it can be done with this engine, If you've own a fleet carrier, you understand about desyncing, sometimes after a jump your characters are slightly embedded or off center from their seats or The elevator not centered. Now imagine the frequent movement of a ship, to me, interiors are unnecessary with this game. They need is more to do for exploring like thicker atmospheric landings, extreme weather high pressure systems that would require special Shields in order to make it to the surface in order to gather unknown elements, not on the periodic chart. Something very valuable and useful and extremely rare. Not like no man's sky where every other planet is littered with life, certain types of elements should be only under perfect conditions, meaning more rare than earth-like worlds in the Galaxy. That would bring value to a planet that you find that is suitable.
I agree 100%. This is the only direction I would ever get behind with Elite. Legs are pointless without interiors. The game will never have a resurgence without FDev making good on empty promises.
I like the idea, but there are some hurdles. How large, and customizable, would ship interiors be? Would things like optional and core internals be visible in the ship? What about things like passenger cabins? Under what circumstances could you get out of the chair and walk around? It’d probably be limited to when your ship is landed, because having the interior fully rendered at all times while you are flying might be very taxing on the systems. There could be a loading screen between cockpit and interior, which would ease that burden, but would your ship still persist in the outside world? Then you have to keep that active, along with interactions with your ship while you’re not in seat. I’m not saying it’s a bad idea or that it couldn’t be done, but it’s a lot to consider.
@@lanceobe6801 You make a good point and it's one I have thought about a bit too - how will the player model remain attached without collision issues, especially so when multiple players / assets are in an instance etc. I would like to think that a fix can be found somewhere between somehow isolating the innards of the ship and having the same gravity feature in play on Stations for example Ships flip and move about around stations that 'rotate' while multiple player models can interact and head to a specific hangar etc. I also agree that the planet tech and the general aesthetics could be improved, though should the game live on long enough, that will have to be done just as a standard live service-related requirement to keep things up to date with competing video-game models. Also, I do enjoy the realistic desolation and loneliness the current models provide, basic effects like some of the ones you mentioned certainly could be well received.
@@Driftingsiax This is certainly a fun thought exercise, but I suppose the first things to nail down would be necessities - what sort of rooms should all ships have (i.e. Pilot quarters, Airlock access, storage for weapons and armour within pilot quarters, engineering room where all modules can be viewed or interacted with etc.) and from here, questions like customization, and other facilities and features can come into play - imagine incorporating the passenger cabins - loads of possibilities to potential come of a dynamic such as this.
A more critical needed feature is ship interiors. It should precedence over base building.
Base building? Why not just improve upon the fleet carriers.
FDEV CMS (Construction and Management Simulation = base building) games:
Planet zoo (Cobra engine)
Planet coaster (Cobra engine)
Jurassic world evolution (Cobra engine)
Jurassic world evolution 2 (Cobra engine)
So, Elite Dangerous? (Cobra engine)
🤔
now when you say it like that....
Why not? Because it’s an enormous waste of development time and resources for very little benefit. Cannot imagine anything more pointless. Give us ship interiors.
welp
Have the bases able to Trade Raw Materials etc like the Bar Tender does. Maybe have the ability to Trade 5Tonne of Beryilium for 1Tonne Gold, etc
yep - i think it would add to the existing economy and make people think abit more - and if you dont want to do that then dont build a base
I think Base building is the one addition that would really push the game into a new level. It would provide the end-user with new gaming mechanics but also, potentially bridge existing gameplay mechanics such as trading. Imagine if they open the floor that NPC's can buy/sell independently (like you would see in games like X:Beyond the Frontier game franchise. It would really be in FDev's interest to introduce Base Building for all the reasons you mentioned Ricardo. Keeping my fingers, and toes, and eyes, and tongue and arms and everything else crossed!!!!!!!!!!!!!!!!
I totally agree
Total useless never need a base building.
Sounds good.
Another FDev cash grab is what I see happening. "Pay us X amount to keep your base!" I can see this a a non-draw for casual players.
Should be 1 billion for small base. Then 20 billion for larger base area.
Way too over priced if there is a fuckin weekly or montly fee for upkeeping the base. It'll be another management disaster if there was a way to generate revenue and break even then sure :P.
@@FBI_Agent_ I agree upkeep should be around Carrier upkeep range. Or even change it up a bit. maybe supplies like food and tech could be the "upkeep".
100k Arx for a plot of land. Oh wait, wrong game.
@@RoninX33 Yeah and if the mining profits were based on planet resource level and how mined the planet is then yeah :D.
I approve of this message!
good! :)
I’m still hoping for pimping to be added at some point. Get some of that “back in the game” action.
too true
Base building in my opinion is the only fun thing to do in No man's sky, so it would definitely be a plus for Elite.
definately
No reason they canrt have an addon to the game where it allows you to build on a 5km x 5km patch of land just like in the planet coaster and zoo building software its just a question of getting a snapshot of the land you want and blending it into the game
Copying Star Citizen..... Nice......
well, I don't think Star Citizen has the monology on base building ....
Eh, star citizen doesn’t have base building either (yet)
Looking at the numbers i dont think ED has the playerbase/income to fund such development in a practical and fulfilling way. With a little over 2000 daily it just doesnt make sense. FDEV couldnt even do ship interiors so i highly doubt their engine is capable of bases. They even said they cant do much more due to software limitations. A better idea would be for them to listen to their playerbase and their wants and needs and implement THOSE ideas. May i suggest ship sales?
@@leodolterf The player base does not know what they want. VR is what it is, console is never coming back. Ship interiors is a whole ball of hell they would need to unwind. They have already started selling ships. Me personally, I would like to see station interior expansion with station-based missions and more land able planet types.
In turn copying NMS, or Conan Exiles from 2018, or Minecraft from 2010...
Why not caus it wouldint be elite dangerous enymore they making yhe game shityer