I confirmed there is base persistence in the world. Myself and a friend can each see our own base waypoint in the other person’s world. More importantly, we joined a random third person’s system (which was easy and we could join each other quickly) and confirmed we could a) see our own base waypoints from his world and b) see a base waypoint dropped in that world from our own worlds.
You can see your primary base from the galactic map. Its X while in space, then right-click to untether from your current system, and then B to focus on your base. If your base is in your current system it won’t show much. :-)
Also, once you have a base in another person’s system, if they log off you can continue to play in their system for that one session. If you do not have a base there, when they logoff you get kicked. If you logoff and then back into your save, you will be back in your world.
We are now figuring a way to get closer to each other. The goal is to be able to work on a collaborative, shared base no matter who is online or who is hosting. I am not entirely sure it is possible, given that bases have defined owners. But placing 2 or 3 friendly bases all in the same area might do it.
I am posting this in case other people want to experiment in a similar way, or if there is interest in a shared QT3 system. It would be hard to do. For example, you would need to be close to us:
me / milspec: 045c:007b:0dee:0045
my friend: 02de:0079:0c9c:002d
https://pahefu.github.io/pilgrimstarpath/
Multiple people playing together is helpful for many reasons, mostly to share sub-tasks for big upgrades. For example, we needed a jump drive, so my friend flew to the starbase to buy electronics and I scouted on the planet for more copper nodes. We completed the jump drive in half the time. :-)
EDIT: I did not test what happens if you join a friend’s game, and then the host turns off network play. Does that close the door to random people joining you? Will try it and update the results.