Prioritize shallow access, short returns to common early resources, low predator pressure, room for storage, and a fast line back to known beacons.
Best early default
A source-safe way to choose first bases, resource outposts, and forward camps without pretending every coordinate is final. Use this checklist with the atlas map, then retest after each Early Access patch.
Prioritize shallow access, short returns to common early resources, low predator pressure, room for storage, and a fast line back to known beacons.
Best early default
Use smaller outposts to shorten repeated Titanium, Quartz, Copper, Silver, and route-check runs without moving the whole main base too early.
Best second base
Stage only what helps the next route: batteries, water, repair supplies, spare food, and a clear abort threshold before dangerous or story-adjacent areas.
Best deeper push
Can you return without crossing a repeated danger pocket when oxygen, hydration, or wildlife pressure spikes?
Does the location shorten repeat trips for the materials you are actually using this phase?
Is the power plan obvious before you start decorating or expanding?
Can you add storage, crafting, vehicle access, and later rooms without rebuilding the whole base?
Can every squadmate find it from beacons, landmarks, or the Abyss Atlas route notes?
Can the advice stay useful without naming story-heavy destinations before the player asks for them?
Run the spot as a temporary outpost first: beacon it, stock one locker, test a return route under pressure, then decide whether it deserves a full build.
As confirmed map data matures, this page can become a sortable base-location table with safety, power, resources, beauty, and squad notes.
For now, pair this checklist with the interactive atlas and item pages so base advice stays practical without overclaiming unverified coordinates.