Building stations and bases, what is it for?
-
Baly94
- Ensign

- Posts: 5
- Joined: Tue May 14, 2013 10:03 am
Building stations and bases, what is it for?
I was wondering, what are bases on planets and space stations for? I mean the ones you build. What's the benefit of building such stations and bases? Can I store my stuff there for free? Do they generate income? I know what the deploy structures are for, like repairing or saving your progress, but I don't know what the permanent structures are for exactly.
-
Flashman014
- Lieutenant Jr. Grade

- Posts: 61
- Joined: Fri Jan 22, 2016 5:54 am
Building stations and bases, what is it for?
They can change the economy of the entire galaxy. Let's say you build a space station in a sector that has no planets or other stations. Now, that sector can become a trade hub in the area, where it couldn't before. Maybe that sector has a hard time getting a hold of platinum (or whatever commodity). You (and other players or NPCs) can now make a good deal of money there selling off platinum. I don't believe they generate income on a regular basis, at least not in single player. In multiplayer, I'm lead to believe that they can, based on faction control of the area. I'm not very well versed on that, since I mostly play SP, but I'm sure a veteran player will come along shortly and correct whatever I have wrong here.
-
CS-ACI-
- Commander

- Posts: 779
- Joined: Thu Mar 20, 2008 7:34 am
- Location: UK
Building stations and bases, what is it for?
Hello,
I am working on a base building guide, will be available soon.
Steve
I am working on a base building guide, will be available soon.
Steve
[align=center][SW] CS-ACI-
Desk jockey and experimental pilot.
[/align]
Desk jockey and experimental pilot.
[/align]
-
Flashman014
- Lieutenant Jr. Grade

- Posts: 61
- Joined: Fri Jan 22, 2016 5:54 am
Building stations and bases, what is it for?
Will the guide be for Mercenary or Legacy? (It seems like there might oughta be separate noob forums for each, even though their so closely related. Just imo.)From post: 183398, Topic: tid=12287, author=CS-ACI- wrote:Hello,
I am working on a base building guide, will be available soon.
Steve
-
Baly94
- Ensign

- Posts: 5
- Joined: Tue May 14, 2013 10:03 am
Building stations and bases, what is it for?
Thanks, that makes sense. I thought they were more like the stuff you could build in X3, that's why I was confused. So I assume this also means that early on a deploy constructor is more useful for mining and stuff. Oh and I forgot to put it in the topic title, but I am indeed talking about Legacy.From post: 183395, Topic: tid=12287, author=Flashman014 wrote:They can change the economy of the entire galaxy. Let's say you build a space station in a sector that has no planets or other stations. Now, that sector can become a trade hub in the area, where it couldn't before. Maybe that sector has a hard time getting a hold of platinum (or whatever commodity). You (and other players or NPCs) can now make a good deal of money there selling off platinum. I don't believe they generate income on a regular basis, at least not in single player. In multiplayer, I'm lead to believe that they can, based on faction control of the area. I'm not very well versed on that, since I mostly play SP, but I'm sure a veteran player will come along shortly and correct whatever I have wrong here.
-
CS-ACI-
- Commander

- Posts: 779
- Joined: Thu Mar 20, 2008 7:34 am
- Location: UK
Building stations and bases, what is it for?
Hello,
Steve
For Legacy, it is being rewritten slightly due too some changes made pre-release.From post: 183401, Topic: tid=12287, author=Flashman014 wrote:Will the guide be for Mercenary or Legacy? (It seems like there might oughta be separate noob forums for each, even though their so closely related. Just imo.)From post: 183398, Topic: tid=12287, author=CS-ACI- wrote:Hello,
I am working on a base building guide, will be available soon.
Steve
Steve
[align=center][SW] CS-ACI-
Desk jockey and experimental pilot.
[/align]
Desk jockey and experimental pilot.
[/align]
-
CS-ACI-
- Commander

- Posts: 779
- Joined: Thu Mar 20, 2008 7:34 am
- Location: UK
Building stations and bases, what is it for?
Hello,
Although you can do it with a smallish ship. Will post something about this else where later.
Steve
Don't rush out and get a constructor too quickly, you need a big ship too make use of Constructor properly.From post: 183403, Topic: tid=12287, author=Baly94 wrote:So I assume this also means that early on a deploy constructor is more useful for mining and stuff. Oh and I forgot to put it in the topic title, but I am indeed talking about Legacy.
Although you can do it with a smallish ship. Will post something about this else where later.
Steve
[align=center][SW] CS-ACI-
Desk jockey and experimental pilot.
[/align]
Desk jockey and experimental pilot.
[/align]
-
Bodega
- Lieutenant

- Posts: 218
- Joined: Fri Jan 15, 2016 9:20 pm
Building stations and bases, what is it for?
Bases also give out contracts, which if the region is disputed (35% or more
Some info from the manual and dev diary:
Regions that are largely in your faction's control will offer non-combat objectives since the opposing faction doesn't have a significant presence in the area. Disputed regions will generally offer combat contracts as well as non-combat contracts. You may still encounter hostile ships during non-combat contracts as well as when you're not on an active contract. Regions that are largely controlled by the opposing faction will offer combat contracts, but only after you have built a space station or city in that region where you can dock at and accept contracts from. Stations and cities controlled by the opposing faction won't let you dock at them. In disputed regions, both factions will have a presence in the area and you can expect reinforcements from your faction to show up at combat contract waypoints to help out periodically. If you don't see any initially, waiting briefly before engaging in combat can give friendly reinforcements time to arrive at the waypoint. In regions where the opposing faction has primary control, no reinforcements will be available. As you destroy enemy ships, the territory control level will shift. Once the level reaches disputed, allied forces will beging to enter the area to provide support. By destroying enemy stations and cities then building your own, you can help accelerate territory control gains by introducing new contract options and equipment/weapon/trade support.
Trade stations are now always neutral in terms of territory control, as they have been in the game's single player side of things for a long time. They can be built, destroyed and rebuilt without having any impact on the regions territory control status. This will allow for independent players to construct new trade stations without having to be involved in the territory control system at all. Likewise, there is no control benefit for faction affiliated players to build these, they can now strictly be used for opening new trade routes, providing inventory, offering contracts, storing items, designing ships, engineering items, and designing weapons. The only potential territory control benefit for stations comes after they are built. Once a majority control level is reached for a given faction (around +30%), indicating hostile forces have been removed from the region, then completing peaceful objectives via contracts/missions can help further increase the territory control level. And those contracts are what can be available by an allied station in that region. Completing combat contracts in a disputed territory can still provide territory credit, but not from the contracts themselves, only for the hostile ships you destroy during the course of completing those combat contracts. Once majority control is achieved, then the territory control system will transition over to peaceful objectives. This means building an allied station in the area becomes an important next step in building the control level further. While the station itself doesn't add territory control credit, it's construction facilitates the steps needed to do so. It allows the area to harvest resources, construct more allied ships, and develop inventory manufacturing. All of which help further strengthen the control of the region and makes it more difficult for enemy forces to invade and retake the region.
The methods of how territory is acquired has also changed. In multiplayer, players can battle it out for territory control at a rate of about 1% per PvP kill (adjustable by the server operator). Completing contracts is no longer associated with territory control in disputed regions, they are merely a reputation, wealth, and rank benefit for players. So faction wars are now the only way to acquire territory in the multiplayer game in disputed territories. This also carries over into the AI system, requiring AI ships to be destroyed for control to shift. Only after a region has been secured for control can completing peaceful contract objectives further increase control for a faction.

Some info from the manual and dev diary:
Regions that are largely in your faction's control will offer non-combat objectives since the opposing faction doesn't have a significant presence in the area. Disputed regions will generally offer combat contracts as well as non-combat contracts. You may still encounter hostile ships during non-combat contracts as well as when you're not on an active contract. Regions that are largely controlled by the opposing faction will offer combat contracts, but only after you have built a space station or city in that region where you can dock at and accept contracts from. Stations and cities controlled by the opposing faction won't let you dock at them. In disputed regions, both factions will have a presence in the area and you can expect reinforcements from your faction to show up at combat contract waypoints to help out periodically. If you don't see any initially, waiting briefly before engaging in combat can give friendly reinforcements time to arrive at the waypoint. In regions where the opposing faction has primary control, no reinforcements will be available. As you destroy enemy ships, the territory control level will shift. Once the level reaches disputed, allied forces will beging to enter the area to provide support. By destroying enemy stations and cities then building your own, you can help accelerate territory control gains by introducing new contract options and equipment/weapon/trade support.
Trade stations are now always neutral in terms of territory control, as they have been in the game's single player side of things for a long time. They can be built, destroyed and rebuilt without having any impact on the regions territory control status. This will allow for independent players to construct new trade stations without having to be involved in the territory control system at all. Likewise, there is no control benefit for faction affiliated players to build these, they can now strictly be used for opening new trade routes, providing inventory, offering contracts, storing items, designing ships, engineering items, and designing weapons. The only potential territory control benefit for stations comes after they are built. Once a majority control level is reached for a given faction (around +30%), indicating hostile forces have been removed from the region, then completing peaceful objectives via contracts/missions can help further increase the territory control level. And those contracts are what can be available by an allied station in that region. Completing combat contracts in a disputed territory can still provide territory credit, but not from the contracts themselves, only for the hostile ships you destroy during the course of completing those combat contracts. Once majority control is achieved, then the territory control system will transition over to peaceful objectives. This means building an allied station in the area becomes an important next step in building the control level further. While the station itself doesn't add territory control credit, it's construction facilitates the steps needed to do so. It allows the area to harvest resources, construct more allied ships, and develop inventory manufacturing. All of which help further strengthen the control of the region and makes it more difficult for enemy forces to invade and retake the region.
The methods of how territory is acquired has also changed. In multiplayer, players can battle it out for territory control at a rate of about 1% per PvP kill (adjustable by the server operator). Completing contracts is no longer associated with territory control in disputed regions, they are merely a reputation, wealth, and rank benefit for players. So faction wars are now the only way to acquire territory in the multiplayer game in disputed territories. This also carries over into the AI system, requiring AI ships to be destroyed for control to shift. Only after a region has been secured for control can completing peaceful contract objectives further increase control for a faction.


