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I tend to also need oodles of storage for hull blocks and spare materials, so an unpowered cold storage BA is handy. It'so nice to have a repair pad handy as well.
The general answer for vanilla is no. Although Big makes some good points, the average player will probably just shift from BA to CV.
There is a group of players who want Bases to be more important and after reading their comments I designed that into my scenario Milky Way Conflict which I am hosting, if you want to try it out. In this scenario, vessels depend on bases for resupply and repair. Vessels can't build their own blocks and can't build ammo. Changes the dynamic and makes bases important again.
Either way, you can pretty much play how you want to.
Or you have option 2 you could use a super carrier to haul your load and park all your vessels and only jump it to Suns and take the Vessels you need for your expedition in that system. A Sun jumping carrier does not need to have defense and you would only want to jump to Suns or UCH Research Vessel areas.
This game is so diversified that using one large CV for everything would be too boring and claustrophobic for me and a waste of the whole potential of the game.
I like the attacks on my home planet, to the point that I leave the higher level POIs till much later in the game. As I search the galaxy for resources and interesting planets, I place adequate bases on planets/moons that I will be working on for extended periods of time.
I have a major base on my Homeworld to make fuel and grow food and a major space station in my home solar system. I have bases on many of the planets/moons in my local system and maintenance stations for each of my autominers that speeds up my playthrough tremendously.
However, I have a Helios module carrier for deep space exploration that carries absolutely everything I would need with me as needed. I leave this parked near the sun for safety and convenience should I need further assistance. This carries all of my "advanced" spacecraft and has adequate storage.
All of my bases have teleporters for added convenience. I have transitional hubs that allow travel to other nearby solar sytems to bypass travel by ship instantaneously.
This allows me to play the way I like. I am no longer bound by a spacecraft. If I get tired of collecting drone cores on my hell planet, I can teleport to my ocean planet or snow planet to enjoy the scenery, raid POIs, or maintain my autominers.
I have a seperate garden on my homeworld and a Helios garden module for deep space exploring. Using teleporters, I can take a break from raiding and just make food or medicine anytime I want without worries.
All of this is centralized through the use of teleporters that connects to my entire solar system and many nearby solar systems using "Stargate" hubs for convenience. Each base has appropriate CVs, SVs, and HVs to accomplish the tasks required when the mood hits or when necessary. If I need a bigger fighter to clear the space of a local planet I can teleport to it and bring it with me.
Here is a collection of bases I have either built myself, or from others that I have found interesting, and still use over the last 6 years:
https://steamcommunity.com/workshop/filedetails/?id=1627806408
Play the way you want. You are only limited by your imagination. I hope this helps.
currently building a huge CV to serve as both a base and a mothership, with a large hangar to store smaller specialized CVs as well as other smaller vessels.
i tweaked the configs though to allow placing solar panels on CVs, increased maximum storage cap of cargo extensions, increased max allowed number of many items (turrets, constructors, etc), lowered CPU cost of things i didnt enjoy, and some other tweaks.
my goal is to move the huge CV into an AO and park it in a strategic location, then use smaller CVs from there to go mining or attack hostile positions and so on.
https://steamcommunity.com/sharedfiles/filedetails/?id=2941727863
https://steamcommunity.com/sharedfiles/filedetails/?id=2862079580
Even with the 'free power' that 16 windmills offer - I only put planet bases down where I am gong to set multiple Erestrum and/or Zascosium Auto-Miners down. Even then it's a minimalist base with 1 Advance constructor, and 2 small constructors and three 640K cargo controllers. Sometimes I'll add the 24 solar panels. Sometimes not if I can get by without it.
A lot of the time I'll just haul the ore from the Auto-Miners back ... to a space base that doesn't require fuel for the Advanced Constructors. Drop off my ore load and salvage haul .. get it cooking in a deconstructor or furnace and then I'm off again to pillage, plunder and loot.
In some rare cases I might put a base down on a planet with water with the intention to use a bunch hydrogen extractors to farm up hydrogen for making Promethium Hydrocells. Of course I'll add oxygen extractors to this and a few water container extractors.
In general for both RE and Vanilla a well built Space base at 1.9 to 3.0 AU from a star are far, far superior to anything you can build on planet.
If I was Vermillion or Rivian I'd add something to the game to make planet bases even more appealing. Maybe add a new Deconstrutor or new Furnace that only works on Planet Base's -- that gives you additional yield (deconstructor) or a small % chance to get double the number of ingots from 1 ore smelted (furnace) . The nature of the mid to end game just makes stationary bases (especially planet side bases) bad by comparison to a carrier ship / mobile space base.