Bases aren't needed once you get the cyclops
aeroripper
Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
Bases don't really serve any purpose currently in the game outside of the pre-cyclops beginning. I found myself only building a few small corridors underneath my lifepod to maximize my storage space with lockers until I could build the cyclops and take everything with me. I disassembled the base I haven't built another one.
Don't get me wrong, I LOVE that the cyclops is a mobile base, but I think the static bases should provide some benefit you can't get with the cyclops so there's a reason to develop them.
Don't get me wrong, I LOVE that the cyclops is a mobile base, but I think the static bases should provide some benefit you can't get with the cyclops so there's a reason to develop them.
Comments
farming fauna and flora in there respective types of farm
water distilation plant, distiled water using time and energy
power generation of any kind
you should be forced to charge the cyclops at a base dock, upgradable charge rate
potental mining platform that destroys a chunk of land the same size of the terraformer and has a chance to create a reasorse like quarts or copper. could be upgraded with a larger range
having a reasearch lab that does all of the dna and breeding, (akin to the forestry mod for minecraft)
end game things like a mayday beacon or rocket launch station.
pet holding? ( have one pet follow you when you are in the cyclops but the others hang by your base )
reaper leviathen taming, training, holding cells, (if they want to add it)
reefback taming, communication, and such (if they went with the comment that the reefbacks should be an intelegint species you learn to talk to)
defensive turrets? (stuns, shocking, ect.)
field generator that keeps fish and F'ING BLEEDERS from coming within an upgradable range of the generator
wireless tool charging? upgradeable range and charge rate
any other ideas you guys think they should add
Along with with supple power generation, the base will allow players to berth both the seamoth and exosuit; and perhaps repairs will be automated/easier.
Also, bases allow for near infinite expansion to accommodate supply storage and aquariums to keep fish. There just isn't enough space on the sub.
But i like it alot! It usualy sits between my more important bases to shorten the ways.
Most of them just a foundation, corridor, power gen, window, hatch and fabricator. Mainly serves as a small location to get some air and be safe. Surely you could take the cyclops, but moving it takes a lot of energy, I'd rather have a small investment of titanium. (1x glass+4 titanium for a single corridor and hatch for a resting point)
But generally I agree, bases are kind of pointless at the moment, all you can do in a base, you can also do on a sub.