EM-8ERs base construction system

Do you think bases should be constructed like this?

  • Yes

    Votes: 12 52.2%
  • No

    Votes: 7 30.4%
  • ... (please post in the comments below)

    Votes: 4 17.4%

  • Total voters
    23

EvilKitten

Well-Known Member
Ark Liege
Jul 26, 2016
777
1,557
93
#23
I am not sure how relevant this is to the OP, but I would like to add that I think it would be cool if we could have tiered base sizes, a main base can be built in a large region which has all amenities and generates power to run satellite bases which are smaller outposts that can be built as we open up the world. Satellite bases must be connected to the main base via a powerline which also doubles as a "monorail" that players can use for fast travel (This powerline can be destroyed thus making it something to protect). While the main base in an area should be the result of the entire faction's efforts, satellite bases would be built and opperate as guild HQ's (though anyone can use the base) and said guild would be responsible for it's upkeep and maintinence.

Each Satellite base can wirelessly power small mobile bases which can be deployed by squads (or solo if one wants to spend the resources). Mobile bases could be tracked vehicles which can hold a squad while in transport and once at a desired destination can "unfold" into a very small base. A mobile base can only be setup if it is in range of a Satellite base (or main base). These mobile bases can be destination points for the THMPR, a spawn point for fallen players, as well as a tool for some questlines.

Main Base - Faction driven
Satellite Base - Guild/Army/Clan driven
Mobile Base - Squad driven
 

zdoofop

Firstclaimer
Jul 26, 2016
531
766
93
Noneofyourbeeswaxistan
#24
I am not sure how relevant this is to the OP, but I would like to add that I think it would be cool if we could have tiered base sizes, a main base can be built in a large region which has all amenities and generates power to run satellite bases which are smaller outposts that can be built as we open up the world. Satellite bases must be connected to the main base via a powerline which also doubles as a "monorail" that players can use for fast travel (This powerline can be destroyed thus making it something to protect). While the main base in an area should be the result of the entire faction's efforts, satellite bases would be built and opperate as guild HQ's (though anyone can use the base) and said guild would be responsible for it's upkeep and maintinence.

Each Satellite base can wirelessly power small mobile bases which can be deployed by squads (or solo if one wants to spend the resources). Mobile bases could be tracked vehicles which can hold a squad while in transport and once at a desired destination can "unfold" into a very small base. A mobile base can only be setup if it is in range of a Satellite base (or main base). These mobile bases can be destination points for the THMPR, a spawn point for fallen players, as well as a tool for some questlines.

Main Base - Faction driven
Satellite Base - Guild/Army/Clan driven
Mobile Base - Squad driven
Genius, save for a few things:

There will likely be need for more satellite bases than Guilds, so satellite bases will need to be rethinked (rethought? rethunk?). Perhaps they would serve more use as Terraforming bases, that expand faction territory and house refineries and crafting stations. Also, as such, they should only be allowed to be built on certain points of the map, near marked beacons. It would be fun if the opposing faction also built Terraforming bases and you had to destroy theirs before building yours.

Thumpers should not get their own bases. Instead, engineers could put up multiple Shield Points (1 per engineer) consisting of a reasonably-sized shield dome, some turrets, and a health/ammo regenerator. Mobile Field Bases could be a more advanced version with a respawn beacon, basic utils (equivaent of a battleframe garage/station), vehicle spawn point, and link to a Satellite Terraforming Base for power and transport/teleport (both ways, so it's easier for teams to call in reinforcements from the larger bases, as well as giving instant action to those looking for a fight). Also there should be a limit on Field Bases in a given area, you don't really need 7 in a 500 meter radius (unlike coffee shops).

Thusly, the 3 tiers would be:
Main Base - Permanent large lz and last line of defense (aka copa)
Terraforming Bases - Buildable (and breakable) checkpoints that can only be built at certain locations by either faction, as long as it links to another faction-owned Terraforming Base or the Main Base, to stake claim on territory.
Field Base - disposable outpost used to rally squads, call in cavalry, and beat a hasty retreat...as long as it stands. Also THMPRs cannot be transported in this way and must be escorted to the nearest friendly Terraforming Base normally.
BONUS TIER: Shield Point - built by engineers, consisting of at least a fair-sized shield dome, a few turrets, and a health/ammo regenerator. These can be built anywhere without limitation - but any given engineer can only maintain one at a time, so choose placement wisely.

Also, since were supposed to sink resources into terraforming, what if the TB's had a power supply that needed to be replenished that depleted faster the more field bases are deployed?
 
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EvilKitten

Well-Known Member
Ark Liege
Jul 26, 2016
777
1,557
93
#25
There will likely be need for more satellite bases than Guilds, so satellite bases will need to be rethinked (rethought? rethunk?).
I think a guild could build more than one satellite base, they would simply be required to upkeep both of them. Also how many are needed would depend on how the map and the bases are designed...have to wait and see. :)

Thumpers should not get their own bases.
Er...thumper? I think I stated the mobile base could be a THMPR destination, not the THMPR itself. There might be a penalty for depositing to a mobile base though, because it might not be able to hold as much as a full sized base. Or you could just skip having them deposit at mobile bases all together, was just throwing out thoughts as they came to me.
 

Silv3r Shadow

Max Kahuna
Max Kahuna
Kaiju Slayer
Jul 29, 2016
342
765
93
#28
I like this thread, I definitely agree with many ideas.

[just an idea]
Apart of the topic of bases/fort/satellites are Clans/Guilds themself.
With this topic I'd like to propose a guild bank as a suggestion. Relating to the topic players of a clan can donate credits to the guild bank, these credits are spent by the guild leaders to buy fort/satellite modules (walls, turrets, storage etc), and be dispersed by platoon leaders or merited players.

Clan banks can be a touchy subject because of the 'trust' and 'why donate' issues.
Second idea, only guilds with about 100 or more [for example don't flip out at the number, reasons why below ;)] will be able to have a Kahuna base, they become an active base which can be another reason they can keep their base on the map, the satellite or forts mentioned before me can be disposed of destroyed when not defended.
The kahuna base should be constructed with resources donation as well, if the clan dissembles or 10 or so members remain the base liquidates, all members who donated to get the base will get 50%, 60% or 70% reimbursement. This clan base is meant to be overpriced as a luxury, required to be 1km away from spawn points but acts like a spawn point itself too.
This base isn't meant to be an easy objective to aquire.
 
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NightStroke

Base Commander
Base Commander
Jul 26, 2016
135
231
43
#29
I thought of this because @Silv3r Shadow said "satellite", but floating geometry should totally be allowed; bases hovering above the ground, terrain floating above the base terrain, etc. Aerial stuff tends to make the game immersive(I can still remember that awesome feeling when chosen dropships used to drop off chosen death squads for a little bit).
 

Buster1013

Lieutenant
Aug 18, 2016
9
8
3
#30
I know that base building can be very good way to create PvP content by giving players tools to create it. But in PvE game there is one huge problem - AI. In most PvE shooters, AI is scripted, so bot will cover behind crate, but it will ignore crates that are not scripted. It is simple, because bot is always in the same place and it has much information (about terrain and covers, all player's routes and position, etc.). In open world it is much, much harder, because all that information change all the time for all bots. In player-made bases it would be even harder, because dev-created content may have some standards (ex. after 90 degrees turn there must be at least 30m straight).
 

EvilKitten

Well-Known Member
Ark Liege
Jul 26, 2016
777
1,557
93
#31
@Buster1013 my guess is that large structures, walls and any sort of item that can be used defensively would have to be locked down permanently so that the dev's can work that stuff out prior to a base being used as an attack event.
 
#32
In Planetside 2 the construction system is designed to generate victory points by the construction of hives; and the associated infrastructure to defend it. Turrets, AI modules, repair modules, towers, pill boxes, walls, gates and sky shields.

I don't know why but this conversation is very deja vu about Broken Peninsula having bit to reconstruct but I digress..

I saw this in The Repopulation.. modular parts that can fit in the landscape better in a brick fashion than a truly modular box that you fill in.

http://i.imgur.com/LSobUGV.gifv
 

Nevyn

Deepscanner
Dec 11, 2016
7
9
3
#33
Rather than everyone having their own base, I'd like to see people having a large rover type vehicle that they can customise the interior of. Basically a Hauler rig, big enough to hold at least 1 Meka and your spare parts plus all your personal gear. With your personal crafting station and Meka customisation station (Once you build them). To move your home base you move your Hauler.

Then the bases can become a community effort to build and maintain, rather than everyone slapping down their own little base, and you can make them pre determined locations that are flat (Or have pre prepared foundations for the Chasm base hanging over the edge of the deadly cliffs of acid fog) and not the spawn point of some boss monster (Because that just makes farming said boss way too easy). They start with an orbital lander of some kind, and the players then communally expand them both through manual building, and adding resources that creates certain automatic expansion phases. & obviously early on they get a parking garage for the Haulers.

That way better reflects the idea that we are here working for a larger organisation that gives us some directives, but mostly leaves us alone.
 
Likes: Silv3r Shadow
Aug 26, 2016
22
26
13
#34
Personally I would take a page out of starcraft and build bases like the Protoss. Have an energy source (pylon) anchor the base then you can pick and choose what you want to put inside that circle of power. Area is obviously limited and you will need to decide what is important. Extra defensive guns, or a vehicle repair shop. Maybe you think communications arrays are more helpful. Especially if they allow for ranged voice comms like in Aces High. Maybe this isn't a forward base so you would rather put in a ( very expensive) transport landing bay to quickly bring troops to areas closer to the front lines. One thing is for sure though, if those bases get over run by the enemy you lose it all.

You can make larger power anchors that are more expensive to build but give a larger area for building. These would also be bigger targets for the enemy so the need to defend them would be higher as well. I really want the AI enemy to push back when we try to branch out. It may even take someone human from the dev team to look at war map and spawn events and invasion waves that we have to react to or lose bases and ground.
 

Kouyioue

Active Member
Aug 1, 2016
145
119
43
#35
I love the communication array idea, especially if it changes the way chat works!
Like having a world event "jam" an area around it (zone chat gets cut off unless you're in range of a 'comms' player)

In splinter cell chaos theory cooperative play, the in-game microphone allowed you and your partner to distract guards based on the noise level :D

Edit: i might've realized that I'm off topic
 
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Silv3r Shadow

Max Kahuna
Max Kahuna
Kaiju Slayer
Jul 29, 2016
342
765
93
#36
Everquest Landmark is shutting down next month I think, it's pretty much collect resources and build in an 'mmo'. In that perspective, I'm sure I could say more about it but I hope we can learn from it with too many small problems to mention like the world became clustered with bases.
May not sound that apealing but if we do have some kind of base system in the game getting them IMO should be a farm fest or
some way of qualification to be able to get them.
Hope y'all understand the perspective I'm coming from, having the map filled with bases isn't really appealing. If we can throw some thoughts on how this can be prevented hopefully it can make the outcome good and not bad.
Eg, players (individuals) can't make a base by themselves (also grouped squads), clans can create a satellite base or camp off a Faction, a faction could be a a large group of clans, with the cooperation with other clans you can create a bigger player spawnable Base for example.

- Edit, just read Nevyns post, sounds like a good suggestion
 
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Mahdi

Firstclaimer
Jul 26, 2016
1,079
2,330
113
45
South Carolina, US
#38
Right with you Shadow, those games are too cramped with other people. Regardless of some of the fantastic ideas on this thread, I'm the gamer that has to get my hands on in order to really feel out what is great and what is meh. The only thing I wonder if it could be done in Ember is a possibility of clan owned regions. More taxing to maintain but to know you would have space around the base would be nice. Still open for other players to come back to, or contribute to.

I see it more as this. A larger busier clan punches deeper into a hostile area because they can survive there. Smaller clans or independent groups can run thumper missions in these resource rich zones knowing they have this clan's factory near by, with better defenses, to get back to. I think having a 10%-15% off the top contribution to someone's factory sounds fair. The alliances and such to push for better gaming with people, and less trolling, would become available as well in these situations.
 
Likes: Silv3r Shadow

DoomMeister

Firstclaimer
Sep 19, 2016
9
2
3
Philadelphia, PA
#39
It's been awhile since I last posted. Here's a workup of what I've gathered my thoughts into:

Generic system, instead of foundations, do poles/pillars that can snap to the intersections in the grid, and allow for the snap buildables to be height adjustable, that'll let players control the heighs of objects, towers, etc... the pillars would be large enough to support turret based addons, but small enough that a 2-wide gap in between them can function well as a doorway of some sort.

Resource availability: I've seen in many games that points of interest make base-building crowded and uncomfortable, perhaps you could add methods of which a guild can obtain a structure that generates those resources for them (if those resources are unevenly distributed across the map that could also lead to problems with players making bases JUST to save a spot, and that isn't fun). I do like the guild systems though, perhaps tiered technology from guild resources, and pooled money for plot expansions (plot expansions would only be able to be created by the guild/army leader, and will decay in some time if the army/guild is disbanded and bases of armies that are wholely inactive for more than 2 months also decay/disappear).

The look: I really like the placement design style of Sanctum 2 in general, it speaks futuristic, and when buildables come down from the sky, it's makes me feel powerful. like BOOM. It's there. That said, large pillars/columns as a foundation option, of which walls, traps, fences, doors, etc... can be placed in between. The pillars/columns can have side mounted lights as an option and the tops of them can accept certain turret based objects, we'll just call them towers. the towers can be anything from radar, spotlight, turret, alarm, anti-air, player-controlled machine gun, the works. The floors/roofs/stairs can be placed as long as there is 4 pillars/columns to support it.

I think a setup like that would offer a tremendous amount of player flexibility in building, maintaining a neat facade, and could still stick to the grid system. While I like the triangle system, a square based system seems more ideal. It's possible you could tweak it to be free-build like Unturned (yes, unturned the zombie game) and maybe add things like pillar toppers even, or sky walkways, or hanging walkways. I'd love to elaborate if I can on the system.
 
Oct 6, 2016
9
5
3
#40
I take it only Ronyn and I have played Fortnite then?
I do too, been in since OT6

Building is a global event. Playe


Probably. Is it a brick by brick system?

UPDATE: I just watched a video on it. It's interesting. The Senior Systems Designer on that game is the same one that did Firefall's constraint system.
Have spare keys if the devs want to peek in on their system :D
 
Likes: NitroMidgets