That’s a tradition going back to Fallout though. Why should you build a base in Fallout 4? Because you can’t advance the game without doing so. Beyond a crafting station it was completely superfluous. I’m not surprised they haven’t figured out how to have it be a natural impulse yet.
I’m not surprised they haven’t figured out how to have it be a natural impulse yet.
They probably have, but decided to not bother, “too much work” involved. I mean, I can easily think of many ways to make outposts something players would look forward to mechanically:
outpost can create a trade route to a city, lowering prices of certain goods there and/or making new goods appear on the vendors. Making this increase vendors’ credit stock alone would make most players create at least one outpost.
remove outpost engineering skill, let the player buy blueprints to learn new stuff AND also allow the player to buy prefab from vendors, or let the player hire a construction crew to build some stuff instead, such that, when you arrive at the outpost, you’ll see their ship and have X of the bought stuff “in stock” to place “for free”
make the research aspect happen in a crewed outpost with a research lab. Let the npc create an activity/side quest asking for the components. Adding to this, let the player buy stuff and ask it to be delivered to an outpost for a fee, or have a new NPC that is basically a space trucker to make deliveries to your outposts.
That’s a tradition going back to Fallout though. Why should you build a base in Fallout 4? Because you can’t advance the game without doing so. Beyond a crafting station it was completely superfluous. I’m not surprised they haven’t figured out how to have it be a natural impulse yet.
They probably have, but decided to not bother, “too much work” involved. I mean, I can easily think of many ways to make outposts something players would look forward to mechanically: