Fresh off the live stream we have a lot of new info about colonization, so rolling commentary here:
Early next year, with an open Beta; great news! Soon and with player input before unleashing it is awesome news!
10 light year range: this is definitely a huge issue, things like Azura Initiative, Voqooe, and other long-distant colonization efforts rolling 10lyr a week will not happen before the heat death of the universe. The range definitely needs to be increased! BGS tie below, though I hope we can get ranges of 100-5000lyr with subsequent updates to the mechanic if not on launch. Limiting to the Bubble on launch is reasonable and community and narrative reasons to increase colonization range could make for compelling story. Modeling the costs with a modifier based on distance (like some materials require base cost * (distance)^0.5) might be a way to bridge that gap.
BGS sponsorship: it sounds like FDev have taken the idea of sponsoring faction from the colonization contact; this was one of the paths I anticipated that makes a lot of sense; it still leaves a question as to how the other factions in a system will be populated. Rolling this together, the maximum expansion range of a minor faction from a double expansion is a 40 lyr cube; it would make a lot of sense to use that as the range a faction can sponsor a colony claim.
Time out on claim and construction: this needed to be in place to avoid permanent spam, great call!
Weekly Tick: colonization efforts tick forward with the weekly server update. Seems reasonable to me.
Orbital slots: limited spots for orbital stations per system based on system content; this runs the risk of being overly restrictive, but I reserve judgement until there's some data.
Planetary placement: placing location of assets by hand is pretty darn cool; hoping for a large set of available assets to pick from.
Dynamic economy: asset choices dictate economy, security, and population; all wonderful news! Hearing that Population Dynamics(TM?) is finally becoming a reality is the best news I've heard in awhile! This begs the question about whether similar mechanics will allow old systems to change, or will player activity all move to the player-driven and mutable colonies only to leave the immutable old Bubble frozen in time?
Permanent Architect Status: colonizing player remains system architect; what does this mean for folk wanting to chain systems? Can the same player have ongoing old colonies under construction AND a new colonizing system?
Costs: Questions of credits and tonnage obviously abound; we'll see how those shake out in Beta, but until then I'll do exobio and stack up a nest-egg.
Still unaddressed are questions about system and asset naming, hopefully more news on that soon.
Overall, VERY excited about the content with a few major asterisks that will hopefully get ironed out.
Early next year, with an open Beta; great news! Soon and with player input before unleashing it is awesome news!
10 light year range: this is definitely a huge issue, things like Azura Initiative, Voqooe, and other long-distant colonization efforts rolling 10lyr a week will not happen before the heat death of the universe. The range definitely needs to be increased! BGS tie below, though I hope we can get ranges of 100-5000lyr with subsequent updates to the mechanic if not on launch. Limiting to the Bubble on launch is reasonable and community and narrative reasons to increase colonization range could make for compelling story. Modeling the costs with a modifier based on distance (like some materials require base cost * (distance)^0.5) might be a way to bridge that gap.
BGS sponsorship: it sounds like FDev have taken the idea of sponsoring faction from the colonization contact; this was one of the paths I anticipated that makes a lot of sense; it still leaves a question as to how the other factions in a system will be populated. Rolling this together, the maximum expansion range of a minor faction from a double expansion is a 40 lyr cube; it would make a lot of sense to use that as the range a faction can sponsor a colony claim.
Time out on claim and construction: this needed to be in place to avoid permanent spam, great call!
Weekly Tick: colonization efforts tick forward with the weekly server update. Seems reasonable to me.
Orbital slots: limited spots for orbital stations per system based on system content; this runs the risk of being overly restrictive, but I reserve judgement until there's some data.
Planetary placement: placing location of assets by hand is pretty darn cool; hoping for a large set of available assets to pick from.
Dynamic economy: asset choices dictate economy, security, and population; all wonderful news! Hearing that Population Dynamics(TM?) is finally becoming a reality is the best news I've heard in awhile! This begs the question about whether similar mechanics will allow old systems to change, or will player activity all move to the player-driven and mutable colonies only to leave the immutable old Bubble frozen in time?
Permanent Architect Status: colonizing player remains system architect; what does this mean for folk wanting to chain systems? Can the same player have ongoing old colonies under construction AND a new colonizing system?
Costs: Questions of credits and tonnage obviously abound; we'll see how those shake out in Beta, but until then I'll do exobio and stack up a nest-egg.
Still unaddressed are questions about system and asset naming, hopefully more news on that soon.
Overall, VERY excited about the content with a few major asterisks that will hopefully get ironed out.
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