Generally think that the bases should be mostly of the style of prefabricated air/space droppable packages.
We are playing as a mobile faction that's lost our home planet, we make a living moving from one new enviornment to another on who knows what type of planet, terrain, or weather, looking for anything of value (often resources). So it follows that we should have some good types of buildings that can be readily set up very quickly, look like they can survive in very tough environments, and similarly can then be removed just as easily when we pack up and head home after exploring or mapping an area out.
Current things I'm thinking of...
All inhabitable buildings larger then say five meters in any dimension should be portable. Like something you can just drop down on a pair of legs and set up with no preparation required. I love me some bunkers but that doesn't fit with our factions specialty. Not to say we can't do mining, but more just tunnels and small prefab filler rooms, and even then that's iffy and not something likely to be player controlled, but prespawned based on events in limited areas (or just default part of the map).
These items can just be dropped in when the players need, relativly low budget for the most part. And if they have legs (good for buildings ment to stand on who knows what types of unprepared/foundationed terrain) then bases don't even need really flat terrain, just semi flat since each leg could change a bit to conform to the ground.
A "base" would probably consist of one relatively large core area that has some living quarters, basic omniframe parts, safe interior for dismounted players, and probably some basic auto turrets. Added onto this could be some additional rooms dropped near it connected by hallways/corridors that extend between them (secondaries can only be built immediately next to the main one). You also can only build three secondaries on each main base. The result is you can get more resources but it's weaker, or you can make it more of a player hub for your activities in the area and in exchange it doesn't produce as much itself.
- One might be a vehicle dock for tanks or trucks or planes/gunships.
- A storage or shuttle pad area for moving larger quantities of resources, boosts mining speeds.
- A refinery/mining complex that had a drill/tunnel that drops down from the bottom to start working.
- A reconnaissance room that is just a small room with some sensors on top that lets any player in the base automatically detect any enemies in a large area around said base (cloaked enemies may be different). You can possibly set this to auto alert all army/owning players on when a boss type enemy shows up as well. It might also be able to improve players abilities to find resource pockets for THMPRs in a larger area or other things.
- Defensive station, a building that has more powerful turrets than most, increases rate of fire or power of all attached base building turrets by a little, and also has a special mortar that can provide indirect fire on hostiles in a fairly large radius (best used with the recon room).
- Defensive turret, a tiny turret tower that has a gun, flamethrower, whatever, let players adjust them maybe. It's small and doesn't have any room inside and isn't directly attached to any other hub/building but still only is spawned in the local area. You can spawn 3 of these per defensive station you have.
Was also thinking about the main starting city/hub. I figured it should fit with the rest of the style, so I thought of a giant walking fortress type of city as the central area in each map. It has the giant facilities working on the planets environment and making the usable bubble. It's got airpads for aircraft/shuttles/whatever may be added. You can do just about anything here but get resources (except maybe from quests/bounties/etc). It's also got some big guns and do to it's shear size it pretty safe from attacks. Though while it won't be lost if it is attacked it can lose power to/take damage on some of the terraforming equipment and the maps bubble might close in a bit if that ends up being a thing.
Thinking of making some rough concepts/models of these to mess around when I have time... but I'm now up to making an omniframe core/variants, modeling two kaijus, animating one kaiju and one THMPR, and some other odds and ends, so don't expect anything too soon.