Base Building discussion

While i do love base building, there are many ways base building is done in different games, like:
(Descriptions under names, when clicked on.)

Block-based

7 Days To Die has really neat block-based world and base building. With block-based concept, you can make any shape base you like. Also, besides collecting different resources, you need to combine them to make better resources so you can upgrade the block (wood, reinforced wood, cobblestone, concrete, reinforced concrete, metal) to give it more HP. You can also paint each block to suit your needs and there are also predefined models (e.g cupboard, table, couch, bed, TV, faucet, lamp) to complete the interior.
You can either take over existing POI and improve it to make your base (as i did) or let your imagination to flow and build your base from scratch.

Another popular game, that uses block-based system is Minecraft.

Section-based

DayZ has section-based base building with predefined models, e.g door, wall, foundation, tower, weapon rack, storage box etc and besides assembling them from resources, players can only change the placement of them.

Another popular game, that uses section-based system is Rust.

Module-based

Subnautica has module-based base building where you can build your base module by module (aka room by room). E.g add observation dome (module), sonar module, vehicle bay module, section of corridor etc. Most modules can be connected to each other to build one big base.
That method fits very well with Subnautica but doesn’t give that much freedom as block-based method would give. Then again, players don’t have to build their base brick by brick (block-based) or wall by wall (section-based), making it easier to build your base. In Subnautica, there are also predefined models for interior furniture.

Another popular game, that uses module-based system is Astroneer.

Base improvement

Mad Max (another game by Avalanche Studios) has base improvement rather than base building and player has no control over the design or placement. Either build it or not. But to build it, you’ll get mission from NPC and once you complete that mission, NPCs in the base itself, are building that improvement.
For the Mad Max setting, i think it works very well since in there, you’re mainly on the move rather than settling down in one specific area (similar to GZ).

Another game, that uses base improvement system is State of Decay 2. In there, you can also choose the placement of individual rooms. Within your base, there are predefined “slots”, where you can build either “small improvement” or “large improvement”. These also break down to “indoor slot” and “outdoor slot”. But you are free to decide which improvement you want to build to which free slot.


Though, i don’t have a specific preference for base building method. I like each method in one way or another. With base building, it all comes down which system is used and if that system suits the game’s needs (not my needs. I’m flexible on that part).

For GZ, i would prefer the base improvement method since it seems to fit best with GZ. Also, it would give us missions to do, to improve the base along the way. While it actually isn’t base “building”, it also doesn’t require a lot of time on player part to “complete” the base, like the first three methods require.

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For the moment it is too soon to discuss most of the Base Building aspects.
But, there is one issue.
The Recycling Station will need an upgrade, materials have a lot of weight, and i doubt the needed quantity for the “base building” will be the same as the one required for each apparel upgrade (which is not that much).

We don’t even know if we need the crafting materials to “build” the bases. For all we know, “base building” could be same, as it is in the “Ghost of the Past” (Alpine Unrest DLC) and “The Ringfort” (FNIX Rising DLC) missions.

I´m just following logic and stating that IF it works the same way as with apparel, we will need a bigger storage.
That is all, after April 27th we will know for sure…

i realy hopes that there will be things to make the base more detailed like emblems and maybe a faction flag? like a swedish flag?

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what’s that midsummer flag called? base builds could have that limited time item, perfect time too: summer is coming up

Yeah, there could even be a couple small DLC packs (kind of like the clothing apparel DLC’s) that include things such as emblems.

I think most of the building capabilities will be an improved version of what a player can do to fortify the hotel in the Defend the Hotel mission Alpine Unrest DLC.

I agree with others on here, not sure how I feel about the building aspect or how it will work. I do hope though that before they bring that in they can fix the game freezes and the glitch where you fall through the map. I’m afraid that base building whatever form it takes will make these issues worse. I had whole areas wiped clean from falling through the map. All rivals lost, area xp to 0 and level to 0.

Personally I would rather more experimental weapons and more machines to kill and also more land to explore over base building.

Base building can make or break the game. Just my 5 cents of thoughts

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I vote against base-building, but we’re already tolerated “base improvement” with Bjornturnet and Ringfort.

It just doesn’t sit right with me - building a base from scratch, when FNIX has means and solutions to trample over most of defencive structures (Hemvarnets and Soviet Intervention Forces and makeshift barricades/fortifications are precedents). The only thing that FNIX couldn’t fully grasp and overpower is persistent guerilla warfare by teenagers (players). Guerilla do have bases, just not so obvious as forts or camps like big burning base in the west Archipelago, but more clandestine like some of remote/isolated safehouses or caverns (command bunkers included).
How these two could stand? Both were helped by players (well duh): hotel first had most machines diverted to noisy town (thanks to commotion created by players) and then one of machine-producing facility nearby had to be shut down, again, due to players messing around.

The Ringfort could stand because of quick actions and daring counter-attack, also again, because players messed around key facility and caused it to “shut-down”, all of which forced to setback FNIX again.

The only reason I see for “base-building” to exist in this game is to draw big target plaques “shoot here” to keep FNIX busy and away from actual base of operations.

They cant destroy our base if we destroy them first. And the player is so good so even if FNIX whould make a new artillery piece to use against us i dont think they whould succed. The player and the resistance whould just take down the artillery. and maybe they make it so we can have trenches so we can make shelters? so i think base building is good for this game

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I personally support base building. If the materials are kind of Iike in forest, or DayZ, it would give us something to grind for when we aren’t doing mission DLC’s or something like that. And it would always be there because, obviously, when you get attacked, things are going to break or explode. So, there will always be something to do improvement wise.

Obviously, any time a big change like this is implemented, glitches are inevitable, but in my opinion it would be worth it for the possibilities of gameplay.

That’s another unknown aspect of the base building. We either get player triggered attacks (most convenient) or force upon attacks (regardless what you do, machine will come and attack your base). :thinking: Former one doesn’t make sense lore wise and latter one can become annoying chore.

Although non-triggered attacks would get annoying, they would be absolutely great for XP farming, especially if its true that you don’t get mission XP anymore if you have a level 31 character.

Also, it would be good leveling up regions.

Of course, the same thing would happen if we triggered the attacks ourselves, but as stated earlier, that is not lore friendly.

When you’re ready with your defenses, it’s time to trigger the attack, and as a player, you’ll be able to select between three different difficulty levels, where the hardest one will earn you the most spoils. If you make it out alive, that is.

The devs said in the last letter that you would be able to pick three trigger levels with each having it’s own reward. I think triggering base attacks on a medium or hard mode would be great for leveling up different skill chars.

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Yeah, especially if you started one a little later and want to regain some ground.

how do you think it will work when you build your base? is it going to be like like fallout 4 or will it just be already made buildings that you can place

I just don’t see the point of it.

What exactly am I meant to be defending?

maybe the machines that roam östertörn?

Defend machines?

If it was my own tank then yeah I suppose that would be an angle. Protect the machine etc…

Point being, base building / hoard mode is fine as a concept - but it’s been done while defending the ring fort within a mission so there’s a lot of grey areas still.