Discovery mod is a full-scale expansion pack for Freelancer focused on continuing the story started in the vanilla campaign. The mod is used by some of the busiest multiplayer Freelancer servers and has multiplayer features including player owned (and built) bases, jumpdrives, cloaking devices and equipment manufacturing.

Report content RSS feed Discovery Freelancer .86: Exiles - Player owned Bases

We're looking at Player owned Bases (PoBs) and explaining some of their functionality and uses. This is a part of a number of articles that will look at all of the new features Discovery: Exiles has introduced.

Posted by jammi on Dec 10th, 2012

Some time after the initial release of Discovery: Exiles, several important additions were made to the mod. These were the inclusions of player owned and created stations, jump drives, hyperspace scanners, cloaking devices and docking modules. Pioneered by lead developer Cannon, our spin on these classic items have been well received by the Discovery community, which is promising news for our future plans! This article will be focusing on player owned bases (PoBs).

Daedric's Test Base

Player owned stations are of course the starting block from which all of the other equipment is sourced. After purchasing a Heavy Lifter transport (or Base Construction Platform, as it is now called) and gathering the prerequisite materials, any player can now construct their own station which they can call home - we've seen them used as jump gates guards, trade centres, forward operating bases, mining depots and many other things. These stations require constant upkeep by importing goods (which can include water, oxygen, food and basic alloy), being aimed primarily at groups of players.

Aboard the station, modules can be constructed to specialise your personal outpost. The heart and soul of the structure is the core module - each core upgrade will also change the station's model, making it larger and more impressive. Another vital module is the shield generator; without a shield to block incoming damage, enemies will be able to make short work of your pride and joy! It's beneficial to construct storage modules to expand your internal cargo bay, and defence modules in order to place weapon platforms outside which can attack hostiles.

King's Cross StationKrupp Munitions

All of the modules and goods a base can construct require huge amounts of goods - a core upgrade alone will need approximately 405,000 units of cargo to be completed. This means it's usually essential to have an active supply network to keep your base happy. This gives trade corporations an advantage, as they have the transports to make large scale deliveries practical - many groups on Discovery RP 24/7 have subsequently chosen to outsource deliveries to corporate player factions. Players in the past have proven that bases can be run by an individual - but it requires an awful lot of time and dedication!

Itabashi StationDoe Industries Space Port

Of course, the construction of bases has also led to concerted efforts for their destruction. Lawful bases in the border worlds, or pirate bases in House space are often targets for 'sieges'. In practical terms, this can involve a large number of players attacking a station continuously, as the station's shields will only block 99% of incoming damage. With enough firepower (usually from battleships), the structure's native repair rate can be overcome. Another method is to starve the base over time by targeting its suppliers. Both methods are brilliant for generating activity, and can ensure both defenders and attackers have something to do.

The Battle of Puerta del Infierno - Mod DB

As you can see, Discovery's list of features is ever growing. If you've got any questions about any of the things listed here, feel free to leave a comment below or register an account on our main forum - either should get your query answered quickly. There is also an in-depth document describing the technical functions and workings of player bases, written by the Discovery forum member Daedric, which can be found here.

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FW:ToW_Sushi Dec 10 2012 says:

Great article. The addition of player owned bases is brilliant!

+6 votes     reply to comment
jammi Author
jammi Dec 10 2012 replied:

Thanks Sushi - I'll pass the compliment on to Cannon. Means a lot coming from you! :)

+4 votes   reply to comment
w0dk4 Dec 10 2012 replied:

Indeed, player owned bases are something everybody dreamed of back in the day and now it's real! Nice work Cannon!

+6 votes     reply to comment
MrPerson Dec 10 2012 says:

I am interested in the trade aspect, will the NPC trade ships dock and trade their stuff too? or is it completely player dependant? Is there a way to build one in single player too?

+4 votes     reply to comment
aeternus Dec 11 2012 replied:

It's not possible to run one in single player since it's handled through FLHook, which is a server plugin. You could run a server for a single person though. Other players can trade with the station if the owner allows other ships to dock to the station.

+4 votes     reply to comment
LNS_Utah Dec 21 2013 says:

This modification is not bad but the community is horrible. Censorship with really stupid and boring rules everywhere, admins are arrogant and when you want something from them, better commited suicide-they will ban you.

Before 3 years, there was usually 200 players at a time on the server, now it wont happend there are more than 100 players. Please continue with it, after some time, only admins will play their mod. ;)

-1 votes     reply to comment
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Released 2011
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