Colonisation - new feature, and I love it!

Hi :)

Arthur said the new feature would be released this year. So they got FU #11 to explain most stuff, because December will be launch month unless it got delayed.
I'm a bit confused here, 'Erad' says (and the video title states) that the Colonisation feature will be launched next year (2025) but Frontier are saying (as far as I can tell) this year?
Anyway, I 'spect all will become clearer in the next edition of Frontier Unlocked. :)

Jack :)
 
Hi :)


I'm a bit confused here, 'Erad' says (and the video title states) that the Colonisation feature will be launched next year (2025) but Frontier are saying (as far as I can tell) this year?
Anyway, I 'spect all will become clearer in the next edition of Frontier Unlocked. :)

Jack :)


Because players always know better :D


But of course we can suppose that there is a little delay with new stuff.
 
'Erad' says (and the video title states) that the Colonisation feature will be launched next year (2025) but Frontier are saying (as far as I can tell) this year?
Anyway, I 'spect all will become clearer in the next edition of Frontier Unlocked. :)

Erad speculates about the release date. We only know that Arthur said "this year". We'll find out during the next Frontier Unlocked.

If SC has been in development for 2+ years then a December 2024 release date is plausible.
 
I'd like to colonize a remote system closer to Beagle Point, but it seems fDev's vision doesn't support such an idea, at least yet.
 
I'm a bit thorned on the colonization feature.
IMO, letting players have too much effect on the sandbox usually never ends good - some player groups may go out of their way to ruin affect the game negatively for other players
Thinking about player groups blocking permit acquisition adversely affecting the gameplay for other players - just an example

Hopefully FDev will think this through, but somehow i doubt they will since they never seem to be able to predict what players will do with they toys they add to the game.
 
I'm a bit thorned on the colonization feature.
IMO, letting players have too much effect on the sandbox usually never ends good - some player groups may go out of their way to ruin affect the game negatively for other players
Thinking about player groups blocking permit acquisition adversely affecting the gameplay for other players - just an example

Hopefully FDev will think this through, but somehow i doubt they will since they never seem to be able to predict what players will do with they toys they add to the game.

This is about HOW not IF
 
I'd like to colonize a remote system closer to Beagle Point, but it seems fDev's vision doesn't support such an idea, at least yet.
On the contrary, from what was said it specifically supports that idea. It's just that to get further away from the bubble you're going to have to create a chain from the bubble to wherever you want to go.

That presumably will be incredibly resource intensive, but we know what players in the Elite community are like. It will become the next bragging right to have the system furthest from the Bubble, and people will immediately start formulating their plans for how to build a bridge to Sag A*, Colonia, Beagle Point, etc. even if it's going to take years to get there.

For me, I've had the most fun doing Thargoid War stuff, so any systems I colonize will probably be out on that side of the Bubble, heading towards those ever suspicious-looking Permit Locked systems, just in case.
 
My number 1 questions was hinted at, but not answered, there's going to be some resource generation in systems that have more development, but completely unclear whether the System Architect will in any way benefit directly from this to make system colonisation self-sufficient, or even profitable in the long run.

10 Ly sounds about right to me, that said, the nature of the system having to reach a stage of completion before it can be used to daisy-chain, and that requiring a weekly tick on Thursday, means that long distance expansion will likely be more limited by the weekly tick than anything else.
(Assuming that the resource requirements are within the reach of a competent organised group of players to complete within one week.)

Realistic Max 500 Ly a year, so I have it at about 40+ years to Colonia.
(I wasn't planning to head that way myself, but I'll still have a few years work to figure out.)
 
With 10 Ly it is rather like Bubble expansion, not colonisation in meaning - distant systems. I think beta will show how it works, but still I am not sure if that 10 Ly was really for the distance between systems, because in some regions it is too small even between closest systems.
 
My number 1 questions was hinted at, but not answered, there's going to be some resource generation in systems that have more development, but completely unclear whether the System Architect will in any way benefit directly from this to make system colonisation self-sufficient, or even profitable in the long run.

10 Ly sounds about right to me, that said, the nature of the system having to reach a stage of completion before it can be used to daisy-chain, and that requiring a weekly tick on Thursday, means that long distance expansion will likely be more limited by the weekly tick than anything else.
(Assuming that the resource requirements are within the reach of a competent organised group of players to complete within one week.)

Realistic Max 500 Ly a year, so I have it at about 40+ years to Colonia.
(I wasn't planning to head that way myself, but I'll still have a few years work to figure out.)

If I understand corectly they said that you can use system economy to deliver goods to the next system for colonisation. So that means yes - system architect will have proft somehow.
 
That 10ly limit is kind of nonsense unless there is some tech reason for it, but beta will give clarity. Other than that, and not having a clear idea how profiting will work, I like the system so far with the info we have.
 
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