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This personal network was setup many years ago, thinking HG might eventually place something unique in every galaxy.
All of my bases are on paradise planets with water views and a ringed planet seen across that water, and have been there for many years now. It's cool to visit them from time to time.
oh i missed cooking.
maintainance of your vehicles and equipment through the option to build these npc stations
but certain things shifted to the freighter which reduced the importance of certain base features
ongoing architects use it as competion for the best base
https://www.youtube.com/watch?v=qdaWDVED_mA
https://www.youtube.com/watch?v=bl3QMOoa_P4
https://www.youtube.com/watch?v=8X1Ru4i9CrQ
it would be great if nms would allow to add more npc with different behaviors settings to these bases, but i guess it is called no mans sky for a reason
imagine quest type bases where you are allowed to create tiny missions on your own like derelict frighter or the settlement attacks, so you could add certain objective which had to be protected or destroyed, traps and automated turrets to protect precious ugrades of former fallen civilications.
Nope none. The base is there for a save point. That's it really. If that's all you ever did with it, you could still do whatever you like in the game.
Build a pretty base? I don't see a reason for it. But that doesn't mean others don't. But it's not needed in anyway.
Once the base building quest line is complete the base NPC specialists continue giving mini quests that can reward highly lucrative items. Useful if you do not have much time to play. A very basic base is a teleport point but it's also potentially a storage location to access all the inventories in one place including nearby parked exocars - exocars currently are not accessible from a mobile freighter base, With crates and exocars close together (even above ground on a cave base) items can be transferred back and forth from the inventory lists using menus to pass things back from exocars to ships to the exosuit or other exocars. Exocar base modules provide a visiting player who may not own an exocar, a vehicle to use.
https://steamcommunity.com/sharedfiles/filedetails/?id=2013228312
A base computer can be usefully named and might mark a planet containing excess creatures you have no room to currently hold as a companion and can't be bothered to breed their eggs. It's quicker to use a base to go collect another. If they are on an extreme planet a single prefab building offers some protection from the environment and sentinels. The same for protection underwater and might mark a collection of clams or other underwater useful or dangerous resources that can be mined from a doorway, or opening at the base. Farming pets can be automated with a base while you go do something less grindy.
https://steamcommunity.com/sharedfiles/filedetails/?id=2096067586
A base computer can be built almost anywhere even making use of buildings already on planets so less parts to use and less time to build a base. Perhaps make use of a shelter that already exisits with a trade terminal, grow some nip nip nearby to collect and sell. A base at an abandoned building to return and collect larva cores perhaps to turn into nanites or units. A base may even overlap a settlement at its edges.
https://steamcommunity.com/sharedfiles/filedetails/?id=2071247315
A base is indirectly a way to hoard resources and plunder and reclaim ingredients when needed. If you have excess of anything perhaps build something with it. Adding freighter rooms is an alternative way to store metals.
A base might just be some simple cosmetic fences (decoration item), surrounding a 'skittle' of Runaway Mould to stop them escaping while culling them with a laser. Especially useful when they are found on a slope. Build another runaway mould base and teleport back and forth between bases while they regrow, to farm them repeatedly and then refine them into nanites with a fleet of refiners quickly. It's often forgotten plants native to a planet can be planted outside and do not need containers. Easy to collect and they grow faster.
https://steamcommunity.com/sharedfiles/filedetails/?id=1882839702
A base using clever electrics can build locked rooms and players would need access codes to enter. Using electrics clever puzzles can be built to open doors and make a base more interesting with games, floor switches and ball switches and with the Byte Beat machine can add sound effects or music entering rooms or control lights with rhythmic beats or silently control timed switches. Messages or clues can be left using the text module. Race tracks can be built for friends using base parts or might be used to mark a circular route to interesting locations or resources. Players can visit bases and collect music for their playlists or learn from the construction of other player tunes.
https://steamcommunity.com/sharedfiles/filedetails/?id=1914426823
Around the base, barrels and crates or the anti-matter machine provide free fuel or microchips and other useful items and repeatedly refill. Settlements do this slightly differently providing actual market places and higher value items. Once a player has all the crafting blueprints a base will provide a one stop farm to collect all the resources needed to make high value items which can be sold for millions without effort.
https://steamcommunity.com/sharedfiles/filedetails/?id=1855844241
An elaborate base might only be used to collect stuff to sell once every play session. Other bases can be far simpler or simply be a base computer marking something useful.
Just the bare minimum of farmed plants and using refiners to make gases from gases and using oxygen to multiply production will make a single high end item for 15 million or so.
https://steamcommunity.com/sharedfiles/filedetails/?id=1860634096
Bases can be used to place extraction machines to mine resources and collect refills over time. Never run short of anything ever with just a handful of bases. On the harder game modes arguably bases are more useful for protection and gathering resources that otherwise might take longer to find and collect without one.
Alternatively other player bases can provide all a player needs, resources or income on repeated visits and building a base that can be plundered helps everyone on any game mode. In harder game modes its been a relief to find player bases.
I think for me, it is having a home base. I have my main base at the same location (in every save) in Eissentam. I discovered the system in November 2016, so it helps me feel grounded even though I constantly explore. I just like coming home to a known place and screwing around abit before I am off again.
The other big advantage is you can have a base in every galaxy. There is no other way to move between various galaxies easily without at least one land base in each.
Many very small bases are used just to store music as the playlist can only hold 8 tracks. These are all in a placed in a row following the 'equator' of a planet, so I can easily go from one to the other changing the playlist and bounce around in the exocar in zero G. Always fun !